derkork/godot-resource-groups

Broken external resource! (index out of size)

Opened this issue · 5 comments

I have been getting these errors lately. Don`t exactly know when they started appering. Could be around when I updated to Godot 4.3. but not sure exactly.

Plugin Version: both 0.3.0 and 0.4.0 tested.

W 0:00:02:0596 resource_group.gd:38 @ load_all_into(): Broken external resource! (index out of size)
<C++ Source> core/io/resource_format_binary.cpp:448 @ parse_variant()
resource_group.gd:38 @ load_all_into()
Global.gd:59 @ _ready()

W 0:00:02:0428 parse_variant: Broken external resource! (index out of size)
<C++ Source> core/io/resource_format_binary.cpp:448 @ parse_variant()

image

image

I am using more than one ResourceGroup but the errors all point to the same line in code which refers to one ResourceGroup (all_level).

This seems to be while loading one of the resources that are part of the resource group. Could you try to open each of these resources in the editor and see if one of them is broken?

First of all thank you for taking the time!
I clicked on every Resource in the group. The editor opens every one of them and I checked that I can edit export variables of the Resource. All without a problem.

When I disable Global:59, I get the same errors but now in refference to Global:60. So my first thought that the problem is specific to that ResourceGroup seems to be wrong.

image

Any idea how I could approach the problem in another way?

Would it be possible to come up with a minimal project that reproduces this issue? Right now we have a lot of moving parts and Godot's error messages are not always reliable, so having a small project with as little moving parts as possible would really help in getting to the bottom of this.

I was not able to create a minimal reproducing project but I located the cause of the problem while trying to.

The problem is caused by a Resource or Scene referencing a Scene, that uses an imported Aseprite file (via the Importality Plugin) with an non-local Animationplayer Node.

image
image
image

It is solved by making the Sprite with the Animationplayer local.

So I guess it is rather an incompability of two plugins and not a bug of your plugin. If I can help somehow any further let me know. Otherwise I will continue like this.

I'll check out the plugin you mentioned, maybe there is something that can be done to improve the situation here. Thanks a lot for reporting your findings!