Multiplayer disconnect -> player.queue_free() throws cache-error

Godot Version

Godot 4.2.2 stable


I have a lobby with lobbyPlayer-Scenes. The host can kick clients with a button. When he kicks he calls the multiplayer_peer.disconnect_peer function. The remaining players get the peer_disconnected signal and then try to queue_free the lobbyPlayer that left. This causes following (not gamebreaking error): “remove_node_cache !pinfo = true”. I already checked if the scene is valid and it is. I think it has to do with the synchronizer that is inside the scene but i dont know what exactly is the problem. any help is appreciated

Apparently there is already a fix for this bug in godot 4.3. So ill wait and see if it still happens when its released

If it’s on a MultiplayerSynchronizer then only the host should be freeing it.

Yeah the host is freeing it but the error still occurs. Im assuming it has to do with this: Error when deleting a "MultiplayerSpawner" tracked node after a client has left. · Issue #92358 · godotengine/godot · GitHub, which already got fixed