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Godot 4.3 had seen a big change with GraphEdits and GraphNodes, and as part of that, a new node has been introduced, but since it's not marked as internal, it will also return in
GetChildren()
, resulting in the important node being deleted, and subsequently attempting to write to invalid memory space, causing Godot to crash via a SIGSEGV signal.This will fix issue #6 by providing the following workaround:
DialogueGraph.ClearTree()
, filter out_connection_layer
_connection_layer
This has been tested with Start/Switch/Output Dialogue nodes, but not tested further with other nodes, and regression may be introduced in certain use cases.