NetworkSynchronizer - Bad Paths?

Godot Version

4.7.1

Question

Hi all,

I need some help understanding how to fix this issue with my NetworkSynchronizer for my Player class.

Currently, the properties position and rotation are considered “bad paths”. My Player class is written using Godot-cpp, so this class is compiled into Godot. Previously this wasn’t an issue, but now is.

I also think this is also causing clients that join to fall through the map.

If anyone has any ideas on how to fix this, please let me know.

Cheers!