Another problem I have with #Godot is that it seems like I can't use NodePaths to address properties on a parent node. I will get away from that approach anyway, but I was trying to do this:
state.add_attribute("pos", ^"..:position", Entity.Attribute.Type.VECTOR3) # ..: accesses position on parent entity
And it always gives `null`.
Only accessing local members seems to work which is another deal breaker fro what I was trying to do recently and will be backing off from now.