I wouldn’t ordinarily consider the scene transition here, but the symptom sounds very similar to a topic from about a week ago, which is here if you want to check that out:
That’s why I think this is worth trying, even though it seems like a longshot on paper. In the level script, replace:
get_tree().reload_current_scene()
with either of these (they both do exactly the same thing, but the former syntax may or may not be exclusive to Godot 4.3 - I’ve seen conflicting accounts about that, but it seemed to work when I tried it in 4.2.1):
get_tree().reload_current_scene.call_deferred()get_tree().call_deferred("reload_current_scene")
It’ll be interesting to see if it has any impact; if not, we’ll go from there.