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Validate custom type script before loading it

This commit is contained in:
kobewi
2025-03-02 14:55:30 +01:00
parent 15ff450680
commit cc2649acdb
2 changed files with 8 additions and 0 deletions

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@@ -3115,6 +3115,7 @@ void SceneTreeDock::_replace_node(Node *p_node, Node *p_by_node, bool p_keep_pro
// If we're dealing with a custom node type, we need to create a default instance of the custom type instead of the native type for property comparison.
if (oldnode->has_meta(SceneStringName(_custom_type_script))) {
Ref<Script> cts = PropertyUtils::get_custom_type_script(oldnode);
ERR_FAIL_COND_MSG(cts.is_null(), "Invalid custom type script.");
default_oldnode = Object::cast_to<Node>(get_editor_data()->script_class_instance(cts->get_global_name()));
if (default_oldnode) {
default_oldnode->set_name(cts->get_global_name());