I had the following code inside an all_tween_completed
signal:
func set_tween():
if move_range == 0:
return
move_range *= -1
var move_tween = get_tree().create_tween()
move_tween.tween_property(self, "position:x",
position.x + move_range,
move_speed) \
.from(position.x) \
.set_trans(Tween.TRANS_QUAD) \
.set_ease(Tween.EASE_IN_OUT)
So that after everything moved I swap sign and move to the other side. However, in Godot 4 there is no such signal. I already changed the code to accommodate for the new syntax but I am not sure how can I reproduce the previous behaviour. Do I need to keep calling and emitting the finished
signal from Tween?