Make conversions from NodePath to String explicit.
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@ -6636,7 +6636,7 @@ void EditorNode::reload_instances_with_path_in_edited_scenes() {
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// it's a multi-level inheritance scene. We should use
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NodePath scene_path_to_node = current_edited_scene->get_path_to(original_node);
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Ref<SceneState> scene_state = current_edited_scene->get_scene_inherited_state();
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if (scene_path_to_node != "." && scene_state.is_valid() && scene_state->get_path() != instance_modifications.instance_path && scene_state->find_node_by_path(scene_path_to_node) >= 0) {
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if (String(scene_path_to_node) != "." && scene_state.is_valid() && scene_state->get_path() != instance_modifications.instance_path && scene_state->find_node_by_path(scene_path_to_node) >= 0) {
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Node *root_node = scene_state->instantiate(SceneState::GenEditState::GEN_EDIT_STATE_INSTANCE);
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instantiated_node = root_node->get_node(scene_path_to_node);
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