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-rw-r--r--platform/android/export/export_plugin.cpp8
-rw-r--r--scene/animation/animation_node_state_machine.cpp2
2 files changed, 5 insertions, 5 deletions
diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp
index 016af40b52..685b1f01af 100644
--- a/platform/android/export/export_plugin.cpp
+++ b/platform/android/export/export_plugin.cpp
@@ -588,9 +588,9 @@ zip_fileinfo EditorExportPlatformAndroid::get_zip_fileinfo() {
Vector<String> EditorExportPlatformAndroid::get_abis() {
Vector<String> abis;
- abis.push_back("arm32");
- abis.push_back("arm64");
- abis.push_back("x86_32");
+ abis.push_back("armeabi-v7a");
+ abis.push_back("arm64-v8a");
+ abis.push_back("x86");
abis.push_back("x86_64");
return abis;
}
@@ -1710,7 +1710,7 @@ void EditorExportPlatformAndroid::get_export_options(List<ExportOption> *r_optio
const String abi = abis[i];
// All Android devices supporting Vulkan run 64-bit Android,
// so there is usually no point in exporting for 32-bit Android.
- const bool is_default = abi == "arm64";
+ const bool is_default = abi == "arm64-v8a";
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("architectures"), abi)), is_default));
}
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index 4b3d7fd0a6..afb52de307 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -403,7 +403,7 @@ double AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_s
bool do_start = (p_seek && p_time == 0) || play_start || current == StringName();
if (do_start) {
- if (p_state_machine->start_node != StringName() && p_seek && p_time == 0) {
+ if (p_state_machine->start_node != StringName() && p_seek && p_time == 0 && current == StringName()) {
current = p_state_machine->start_node;
}