WOW... i am really frustrated... i cant seem to mitigate this issue... and having to continue with hard coded paths is GOING to make me burn out far too fast OR more likely break my project.
I decided to make the jump to 4.4. all was fine until i wrote a spawner to take a packed scene and instantiate it in the main scene. the spawner was for two types of objects in the long run so i made it "modular". My initial testing showed it worked ( as i knew it should ). I drag/dropped a file from the file system into the inspector and ran the scene... instantiated no issue.
I then made another scene and used the exact script as the first node... however running the project they both now returned NULL. unless i set the PACKEDSCENE = to preloaded path... it would return null. i ensured it was properly set in the inspector AND in the main scene where they "lived". tried to clear them... delete them... nothing would "fix this".
I asked on GODOT discord and was told that normally people just dont know what they are doing and then silence.... i decided it wasnt a huge issue and moved on... well....
now i tried to make my UI actually functional... set all the nodes needed as scene unique... and ctrl+drag/drop them into the script as "@ontready". i then run the scene and as soon as the values go to update from the "scene unique nodes" it gives me an error that the node is not there... when im 100% sure it is.
I then tried to run the project in godot 4.3... and it is doing the same thing. ANYONE have any idea what is going on here? is there a work around? is godot 4.4 actually STABLE... bc this is broken AF IMO.
ANY help would be greatly appreciated... this SUCKS.