Fix node.duplicate, return nullptr if this operation fails.
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607b230ffe
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70f41e414e
1 changed files with 5 additions and 1 deletions
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@ -2783,9 +2783,11 @@ Node *Node::duplicate(int p_flags) const {
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ERR_THREAD_GUARD_V(nullptr);
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Node *dupe = _duplicate(p_flags);
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ERR_FAIL_NULL_V_MSG(dupe, nullptr, "Failed to duplicate node.");
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_duplicate_properties(this, this, dupe, p_flags);
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if (dupe && (p_flags & DUPLICATE_SIGNALS)) {
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if (p_flags & DUPLICATE_SIGNALS) {
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_duplicate_signals(this, dupe);
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}
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@ -2801,6 +2803,8 @@ Node *Node::duplicate_from_editor(HashMap<const Node *, Node *> &r_duplimap, con
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int flags = DUPLICATE_SIGNALS | DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_USE_INSTANTIATION | DUPLICATE_FROM_EDITOR;
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Node *dupe = _duplicate(flags, &r_duplimap);
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ERR_FAIL_NULL_V_MSG(dupe, nullptr, "Failed to duplicate node.");
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_duplicate_properties(this, this, dupe, flags);
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// This is used by SceneTreeDock's paste functionality. When pasting to foreign scene, resources are duplicated.
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