[SOLVED] onready nodepath returns *BOTH* <Object#null> AND a valid object at the same time?

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:
image

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

Is your script attached to two nodes, one missing the child you are looking for? Try this for debugging: print(self.get_path())