Fix Android export with multiple architectures failing when GDExtension includes native dependencies#114483
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akien-mga merged 1 commit intogodotengine:masterfrom Jan 2, 2026
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dsnopek
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Jan 2, 2026
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Thanks! I haven't tested it (and I've always found this code kind of confusing) but the change makes sense to me
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Thanks! |
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Cherry-picked for 4.5.2. |
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Fixes #111407
Root Cause
The dependency lookup is defined in a lambda using
p_featureswhich contains all architectures, so dependencies for every architecture were being added during each architecture's pass and thus causing duplicates.Solution
This PR uses
features_wo_archand the currentarch_taginstead, so dependencies are only resolved for the architecture being processed.Tested
Built Godot locally for macOS, exported w/ Android preset and
armeabi-v7a(arm32),arm64-v8a(arm64) target architectures selected, and built an.apksuccessfully.Relevant logs captured: