After updating and running the game, loading the save results in numerous detection errors.
What’s interesting is that there are no errors during runtime; the errors only appear after loading the save file.
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The reason for this is likely that I previously deleted some very small objects, specifically the VariableSettings and SwitchSettings nodes, because they were not actually used in the project to reduce resource and capacity overhead.
Is it because AGM (Godot 4.4 kernel) silently returns null when reading a non-existent dictionary key without warning, and after upgrading to Godot 4.7, the engine forces these operations to be printed as C++ errors?
How should I fix this? Do I need to manually add VariableSettings and SwitchSettings back to all objects? Is there a better way?
Additionally, there are numerous errors reported as “scene_effect”,
I can’t figure out what the error is. To reproduce the error, I created a new scene and added empty objects to it. Whenever I save and load, this error appears. The error varies depending on how many objects you add to the scene. This issue is a bit ridiculous

