Override the `reset_state` method to properly handle reloading the resource from disk.
@@ -103,6 +103,14 @@ void SceneReplicationConfig::_get_property_list(List<PropertyInfo> *p_list) cons
}
+void SceneReplicationConfig::reset_state() {
+ dirty = false;
+ properties.clear();
+ sync_props.clear();
+ spawn_props.clear();
+ watch_props.clear();
+}
+
TypedArray<NodePath> SceneReplicationConfig::get_properties() const {
TypedArray<NodePath> paths;
for (const ReplicationProperty &prop : properties) {
@@ -79,6 +79,8 @@ protected:
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
+ virtual void reset_state() override; // Required since we use variable amount of properties.
TypedArray<NodePath> get_properties() const;
void add_property(const NodePath &p_path, int p_index = -1);