Godot Version
4.2.2.stable
Question
After using the ctrl-drag function to add an onready variable from a specific node, printing the variable on button-press returns the following:
Evidently, as far as my inexperienced eyes, the script has the node, but throws in a null just for no reason at all causing everything trying to use the variable to spit out errors. I’ve even tried referencing the object with a unique name to the exact same effect, it spits out null followed by a valid object…
This issue occured because the script that was doing all this was an autoload, meaning it could not fetch others as a cost of being reachable by everything else. I’ve rewritten the code to circumvent this