This is the scene I'm struggling with:

And this is the code I use to get a reference to the "BaseImage" in the Root's script:

@onready var image: Sprite2D = %BaseImage

I tried this as an alternative, but the result is the same:

@onready var image: Sprite2D = get_node("BaseImage")

I keep getting an error message that looks as follows:

E 0:00:00:441   card_base.gd:7 @ @implicit_ready(): Node not found: "BaseImage" (relative to "/root/Game/StockController/@Area2D@11").
  <C++ Error>   Method/function failed. Returning: nullptr
  <C++ Source>  scene/main/node.cpp:1878 @ get_node()
  <Stack Trace> card_base.gd:7 @ @implicit_ready()
                stock_controller.gd:23 @ _ready()

Reloading the project doesn't help. Any idea how to deal with this type of issue?

Can you post the relevant code, and state your Godot version?

When posting code, place ~~~ on lines before and after it, so that it will display properly.

    The ~~~ should be by itself on the lines before and after the code, with no leading or trailing spaces. But what you posted is clear enough.

    Can you post the output from this? The function should be in the same script that contains the @onready var imagedeclaration. If you already have a _ready function, then add the print's at the beginning of it.

    func _ready() -> void:
    	print_debug("Descendants of %s follow:" % name)
    	print_tree()
    	print_debug("End of descendants of %s" % name)

    That will show the descendants of that node in the runtime screen tree.

      DaveTheCoder I see, using the ~~~ is so much better than the "insert code" button. Coloured code!

      Anyway, as I was trying to narrow down the problem, I realised quite a few of the scenes containing a reference to the CardBase Scene using...

      @export var cardBase: PackedScene

      ...had lost the connection in the Inspector. Not too sure how you lose the connection to the PackedScene so easily. Unfortunately, Godot's error messages sent me on a wild goose chase.

      Thanks for the help.