I'm following the tutorial "Making an FPS Weapon Manager in Godot 4" (around 13:00 in https://youtu.be/dTW9jIIdbPU?t=765) and i'm having problems with empty "start_weapons" and "_weapon_resources". I did filled these variables in the editor as the first image shows and the second one shows the error. The code bellow is from weapons_manager.gd (linked with weapons_manager node)
# current held weapons
var weapon_stack = []
# weapon_stack index
var weapon_index = 0
var next_weapon: String
# all game weapons
var weapon_list = {}
@export var _weapon_resources: Array[Weapon_Resources]
@export var start_weapons: Array[String]
func _ready():
Initialize(start_weapons)
# enter the state machine
func Initialize(_start_weapons: Array):
for weapon in _weapon_resources:
weapon_list[weapon.weapon_name] = weapon
# add starting weapons
for i in _start_weapons:
weapon_stack.push_back(i)
current_weapon = weapon_list[weapon_stack[0]]