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Custom nodes made in C++ have the node's icon instead of the parent's node icon.
According to the documentation when a new class is created and exposed to scripting, the editor's interface will display it with a default icon representing the base class it inherits from. This seems to be not the case.
Example of C++ code:
using BasePanelContainer = godot::PanelContainer;
classChartPanel: publicBasePanelContainer
{
GDCLASS(ChartPanel, BasePanelContainer)
The icon in the editor is wrong either in the "create new node" window or in the "scene tree":
Steps to reproduce
Create a C++ class inherited from godot::PanelContainer
Add the created node in a scene
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
Another two ways to solve this problem I can think of are:
Each Node in the engine adds a function to be inherited by the GDExtension classes that returns their name, thus, it would only be a matter of calling that function to retrieve the name of the base class.
The GDExtension provides Godot with pairings of Custom Node and builtin node it inherits from (or, at least, node outside of the GDExtension). That would also make the check trivial.
Tested versions
System information
Windows 11 - Godot v4.2.1.stable
Issue description
Custom nodes made in C++ have the node's icon instead of the parent's node icon.
According to the documentation when a new class is created and exposed to scripting, the editor's interface will display it with a default icon representing the base class it inherits from. This seems to be not the case.
Example of C++ code:
The icon in the editor is wrong either in the "create new node" window or in the "scene tree":
Steps to reproduce
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: