I seem to have caught a memory leak issue that persists throughout my whole project after scene_load_from_file. Unsure if this is just a project or the engine itself, but I know 100% it isn’t my code causing this issue. Some obvious indicators are the objects graph, progressively growing each scene load from file. Including the slight increase in memory.
change_scene_to_file, that’s correct. This issue really is focused on a certain nodes that seem to duplicate, which as a result, could print from those duplicates through GD.Print, but certain data would just return null (because the duplicate is not valid, therefore will return null). So I have these stray scripts/nodes that aren’t even considered as orphans, but still retain their somewhat zombified existance, and the only temporary solution is to use my object tracker to get the current instance of the non duplicate node. However that doesn’t completely remove the other “zombie nodes/scripts”