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Can't tell expected node type without looking into the script #62483
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I believe this was already an issue with exported NodePaths (which can also be typed). Since it's all the same code then fixing one will fix both. |
I think that adding the icon next to the slot would be a good idea, but it could be confusing when typing with an abstract class such as |
Problem is multiple Node types can be exported at the same time, and they don't even have to be related (something along the lines of I'm currently thinking of displaying it in the selection window, in a nicer way than the title which, I tested, would not fit. It's easily possible to see what Node types are being filtered. The problem is figuring out something that looks good. |
Godot version
5ab59ee
System information
Windows 10 x64
Issue description
When you export Node (after #62470), you can't tell what type it expects from looking at the inspector:
Moreover, when you click Assign, you see list of nodes and the wrong types are disabled. But if there is no expected type in the list, you don't know what type it wants. You need to look into the script.
In the inspector, we could have an icon of the expected node type.
In the scene picker dialog, the type could be in the title.
Steps to reproduce
Minimal reproduction project
No response
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