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When populating a MultimeshInstance (node), Godot would set the new Multimesh's color and custom data format as the current node's multimesh, which would cause a crash if node's multimesh is null. Populate Function will now check if node has a multimesh or not, and set the new multimesh with default (NONE) values if node's multimesh is null. Fixes Issue #61553
13 KiB
13 KiB