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Using Callable().callv() will result in a call using the wrong arguments, if the Array being passed is a const.
The bug does not occur if the Array being passed is a var.
The bug does not occur if we use Callable().bindv().call() instead.
Steps to reproduce
The following code can demonstrate the bug. The debugger does not show any errors or warnings.
The first and third calls work as expected, with the four arguments in the arrays.
Only the second call, which used a const Array and .callv(), made a call with all arguments replaced by the last argument.
In this example, I use a function directly, but this can be reproduced with any Callable().
This seems like a similar issue as #69237, with a similar workaround, but in this case the correct number of arguments was passed.
Tested versions
System information
Windows 10 - Godot 4.3.beta2.official [b75f048]
Issue description
Using Callable().callv() will result in a call using the wrong arguments, if the Array being passed is a const.
The bug does not occur if the Array being passed is a var.
The bug does not occur if we use Callable().bindv().call() instead.
Steps to reproduce
The following code can demonstrate the bug. The debugger does not show any errors or warnings.
will print:
The first and third calls work as expected, with the four arguments in the arrays.
Only the second call, which used a const Array and .callv(), made a call with all arguments replaced by the last argument.
In this example, I use a function directly, but this can be reproduced with any Callable().
This seems like a similar issue as #69237, with a similar workaround, but in this case the correct number of arguments was passed.
Minimal reproduction project (MRP)
callablecheck.zip
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