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Editor crash when using the Insert Key (Existing Tracks) button of a Skeleton3D #108141

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@RobTheFiveNine

Description

@RobTheFiveNine

Tested versions

  • Reproducible in v4.4.1.stable.official [49a5bc7]

System information

Godot v4.4.1.stable - Ubuntu 25.04 25.04 on X11 - X11 display driver, Multi-window, 2 monitors - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 Ti (nvidia; 570.133.07) - 12th Gen Intel(R) Core(TM) i9-12900F (24 threads)

Issue description

When creating AnimationPlayer animations using a Skeleton3D, I have witnessed (over several versions of Godot) a crash that sporadically happens, but that I have unfortunately not been able to pin point any specific cause to.

The crash occurs at the point of using the Insert Key button found in the toolbar to the right of the scale button when the Skeleton3D is selected (see screenshot below)

Image

It doesn't appear to be anything scene specific, as I have seen it occur across several different scenes, and the same action can be taken again after relaunching without the problem happening again.

The stack trace at the point of the crash seems consistent every time, that being:

ERROR: Object '<Object#6347156480968>' was freed or unreferenced while a signal is being emitted from it. Try connecting to the signal using 'CONNECT_DEFERRED' flag, or use queue_free() to free the object (if this object is a Node) to avoid this error and potential crashes.
   at: ~Object (core/object/object.cpp:2167)

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.4.1.stable.official (49a5bc7b616bd04689a2c89e89bda41f50241464)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x45810) [0x79a1e2a45810] (??:0)
[2] /home/rob/.local/bin/godot() [0x29c0af6] (??:0)
[3] /home/rob/.local/bin/godot() [0x290ffaf] (??:0)
[4] /home/rob/.local/bin/godot() [0x298511b] (??:0)
[5] /home/rob/.local/bin/godot() [0x29865b6] (??:0)
[6] /home/rob/.local/bin/godot() [0x299d7bc] (??:0)
[7] /home/rob/.local/bin/godot() [0x4f18ecb] (??:0)
[8] /home/rob/.local/bin/godot() [0x4ced85] (??:0)
[9] /home/rob/.local/bin/godot() [0x442a293] (??:0)
[10] /home/rob/.local/bin/godot() [0x442c14f] (??:0)
[11] /home/rob/.local/bin/godot() [0x4dc1e3] (??:0)
[12] /home/rob/.local/bin/godot() [0x41e7a0] (??:0)
[13] /lib/x86_64-linux-gnu/libc.so.6(+0x2a338) [0x79a1e2a2a338] (??:0)
[14] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x8b) [0x79a1e2a2a3fb] (??:0)
[15] /home/rob/.local/bin/godot() [0x44297a] (??:0)
-- END OF BACKTRACE --

It may be worth noting, I have never seen this occur if adding a key via the bones window in the inspector dock, only via the Insert Key button.

Steps to reproduce

  • Add an AnimationPlayer and Skeleton3D to a scene
  • Create tracks for the bones of the Skeleton3D in a new animation
  • Select the Skeleton3D and enable edit mode (the button that has a bone), make some changes to some bones and then click the Insert Key button whilst the AnimationPlayer track cursor is above existing key frames

The crash is not consistent, so it may or may not happen, but if it does happen, it's at this point it does.

Minimal reproduction project (MRP)

N/A

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