RichTextLabels in Godot don't support loading images from the filesystem out of the box. This repo contains example code how to do this in GDScript.
First, a new resource loader is registered.
Then, RichTextLabel is extended such that when it's new property bbcode_with_images
is set, all images are loaded using the above loader and only then the original bbcode_text
property is set.
This way, the bbcode_text
handler can find the loaded resources and displays them correctly.
To test this yourself, import the project into Godot and edit the bbcode_with_images
property to make the [img]
-tag point to some image in your filesystem.