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Return at invalid skeleton in ChainIK3D before updating mutable info#114062

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CSLRDoesntGameDev wants to merge2 commits intogodotengine:master
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@CSLRDoesntGameDevCSLRDoesntGameDev commentedDec 16, 2025
edited by AThousandShips
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pretty self explanatory i hope.. in my testing it fixes the segfault reported in#114059 when moving a ChainIK3D derived node from its parent skeleton in the editor's scene tree

hopefully the merge commit doesn't cause issues 😢

edit:

been trying to find an alternative way of doing this and couldn't really find one that was a solid fix, it seems like for some reason the function that caused the segfault gets called a few times once its gone from the skeleton's hierarchy.

either way it's probably a good idea to return when the skeleton is invalid because right after the skeleton check it's getting referenced

@CSLRDoesntGameDevCSLRDoesntGameDev requested a review froma team as acode ownerDecember 16, 2025 01:08
@CSLRDoesntGameDevCSLRDoesntGameDev changed the titleReturn with invalid skeleton in ChainIK3D before updating mutable infoReturn at invalid skeleton in ChainIK3D before updating mutable infoDec 16, 2025
@firefire requested a review froma teamDecember 16, 2025 04:00
@AThousandShipsAThousandShips added this to the4.6 milestoneDec 16, 2025
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Status: Bugs

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4.6

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Moving a IK Modifier Node away from parent Skeleton while active crashes the Editor

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@CSLRDoesntGameDev@AThousandShips

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