Quick answer: Put the ghost on a query-only collision layer the validity check ignores, and clear last-frame overlap results before each new test.
You hover over empty flat terrain and the building preview stays stubbornly red, refusing to place. The usual culprit is the ghost detecting its own collider, or an overlap array that is never cleared between frames.
How to fix it
1. Exclude the ghost from its own check
Run the validity query with the ghost's RID added to the exclude list, or place the ghost on a layer the overlap test does not scan. Otherwise it forever collides with itself.
2. Clear overlaps each frame
Reset your overlap result list at the start of every preview update. Reusing last frame's array makes the ghost stay red after you have already moved off the obstacle.
3. Separate terrain from blockers
Test against the build-blocker layer only, not the ground layer. Counting the ground itself as an overlap is a common reason flat terrain reads as invalid.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.