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.blend "Save to File" breaks when assigned uid. #101256

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SomeRanDev opened this issue Jan 8, 2025 · 0 comments
Open

.blend "Save to File" breaks when assigned uid. #101256

SomeRanDev opened this issue Jan 8, 2025 · 0 comments

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@SomeRanDev
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Tested versions

  • Reproducible in: Godot v4.4.dev7.official

System information

Windows 11 - Godot v4.4.dev7.official - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 4070

Issue description

When using the .blend import settings and saving a mesh to a separate path using "Save to File" -> "Path", Godot may set this path to a uid path when overwriting an existing mesh. This results in this assert failing.

Presumably this fails because DirAccess::exists(save_path.get_base_dir()) does not work when save_path is a uid://123...?

Specifically, this message is printed in Output (from MRP linked below):

ERROR: editor/import/3d/resource_importer_scene.cpp:2879 - Condition "!save_path.is_empty() && !DirAccess::exists(save_path.get_base_dir())" is true. Returning: ERR_FILE_BAD_PATH
ERROR: Error importing 'res://Test.blend'.

From that point forward, double-clicking to open the import settings for the .blend file will result in:

ERROR: Failed loading resource: res://Test.blend. Make sure resources have been imported by opening the project in the editor at least once.
ERROR: editor/editor_node.cpp:1291 - Condition "!res.is_valid()" is true. Returning: ERR_CANT_OPEN

Steps to reproduce

  • Add a .blend file to a project.
  • Open the import settings and save a mesh using the "Save to File" feature.
  • Open the import settings a second time and set the same "Save to File" path to the one you did before, confirm overwrite. This should now ensure the YOURFILE.blend.import file is using a save_to_file/path that is a uid.

Minimal reproduction project (MRP)

CannotReimportBlend.zip

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