UI issue - click not being detected

Godot Version

4.3

Question

I am a beginner. I created a small scene and it worked fine.

I have:

PanelContainer:
- RichTextLabel
- TextEdit (hidden)

and the code:

extends PanelContainer


# Logic:
# 1. By default, RichTExtLabel is visible
# 2. If we click on it, TextEdit appears and RichTextLabel hidden.
# 3. If we press ESC we return to RichTextLabel
 
@onready var text_edit = get_node("TextEdit")
@onready var rich_text_label = get_node("RichTextLabel") 

func _on_rich_text_label_gui_input(event: InputEvent) -> void:
	if event is InputEventMouseButton and event.pressed:
		rich_text_label.hide() 
		text_edit.show()  


func _input(event):
	if event is InputEventKey:
		if event.pressed and   event.keycode == KEY_ESCAPE:
			if text_edit.visible:
				rich_text_label.text = text_edit.text
				text_edit.hide()  
				rich_text_label.show()  

I saved this as a scene.

Then I added it to a new scene, but it is not working. Why the click is not being detected by RIchTextLabel

Does the RichTextLabel have it’s Mouse filter set to stop?

Yes it was. I changed to Pass, but I had the same behaviour.

Does the new scene have a blocking control node? What does that scene tree look like?

I don’t know what are blocking control node.

The new scene tree, just have:

Control
- TextEntry

where TextEntry is the scene that I explained in my first post.

I leave here the project:

Hi! Newbie to newbie here.
The TextEntry adapted to Control Node (without size) and “disappeared” because it has not a minimum size. I set TextEntry’s anchor to Full Rect and it seemed to work.

Oh god. Thank you. I was becoming crazy.