Skip to content

"Call node event failed because of invalid path", regardless of what path is written #1752

Answered by Jowan-Spooner
aumusic asked this question in Q&A
Discussion options

You must be logged in to vote

Okay just to have a finite answe here:

Using paths in the Call Node event is tricky. You can either

  • use an autoload name (make sure spelling and capitalization are correct!)
  • use an absolute path starting from the scene trees ROOT node, which is different from your scenes root node (when running your game you can switch to the "remote tree" instead of the local tree and right click a node there to get the absolute path)

Replies: 3 comments 4 replies

Comment options

You must be logged in to vote
1 reply
@aumusic
Comment options

Comment options

You must be logged in to vote
2 replies
@aumusic
Comment options

@0Volcanon
Comment options

Comment options

You must be logged in to vote
1 reply
@RadicalRobbie
Comment options

Answer selected by Jowan-Spooner
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Category
Q&A
Labels
None yet
4 participants