Possible permanence of issue #104018

Godot Version

4.4.1

Question

I encountered error #103253 in godot 4.4, saw that it was fixed in #104018, downloaded 4.4.1 buuuut… the error is still there, i believe. before, the error log would spam set_parameter: Parameter "process_state" is null. now that message is gone but now i am recieving this error:

E 0:00:04:817   set_parameter: Condition "!process_state->tree->property_parent_map.has(node_state.base_path)" is true.
  <Origem C++>  scene/animation/animation_tree.cpp:84 @ set_parameter()

can someone please confirm if it is a symptom of the fix?

Reading the code it sounds like the property you are managing doesnt exist on the node

And reading the error from the issue it is different. You have a process state but the property doesnt exist.

If anyone is still getting this error, I have not been able to find a fix either and it persists into 4.4.1 and 4.5. Seems to be triggered by a BlendSpace2D changing directions in an animation. Only happens the first time a direction changes and then doesn’t happen again. The error shows up, but animations still run and game doesn’t crash. Would like to know the severity of this and if it is something I should try to fix.

error in 4.4.1 looks same as the one posted

error in 4.5:
set_parameter: Condition “!process_state->tree->property_parent_map.has(node_state.base_path)” is true.

<C++ Source> scene/animation/animation_tree.cpp:91 @ set_parameter()

Bump, i have the same issue it does nothing but it triggers me :smiley:

I encountered this issue in Godot 4.5.1 and the log spam infuriated me.

I got it fixed by making sure that I use the same blend mode for every BlendSpace in my AnimationTree. At least the ones that transition into each other.

If “Walk” uses the blend mode Capture and “Idle” uses Discrete we get the error message.
If they use the same blend mode the log stays silent. :slight_smile:

I hope this will work for you as well.

For me, it wasn’t just putting them on the same blend mode, as when I put it all on capture, it was still giving me the error, but using discrete for all animation blendspaces worked!