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Could not resolve super class "SomeClassName". #107910

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@DiceWithSpades

Description

@DiceWithSpades

Tested versions

  • Reproducible in: v4.5.beta1
  • Not reproducible in: v4.4.1.stable

System information

Godot v4.5.beta1 - macOS Sequoia (15.5.0) - Multi-window, 3 monitors - Metal (Forward+) - integrated Apple M4 (Apple9) - Apple M4 (10 threads) - 24.00 GiB memory

Issue description

When scene and related to it script is opened it will randomly produce below error during saving if mentioned script extends some custom class (I've tested it with abstract and without - it does not change the result).

ERROR: res://node.gd:1 - Parse Error: Could not resolve super class "BaseStuff".
ERROR: modules/gdscript/gdscript.cpp:3021 - Failed to load script "res://node.gd" with error "Parse error".

Steps to reproduce

  1. Create script with abstract class (example: abstract class_name BaseStuff extends Node with name base_stuff.gd).
  2. Create scene based on Node and save it to file.
  3. Add script to created scene, change extends Node to extends BaseStuff and save it to file.
  4. Make sure BaseStuff script and scene script are open in editor and click on the node in the scene tree.
  5. Use your OS shortcut to save (in my case it was CMD+S).
  6. Repeat 5 until error shows (in my case every second time it appears).

Minimal reproduction project (MRP)

  • Reproduction steps will work in a fresh project.
  • It also appeared on Windows 11, but required more repeats of 5th step.

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