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Update: even though the variable always shows in the inspect tab as the exported variable, the users can't change its value in the inspector tab unless they actually exported the variable, as shown in the screen recording below:
I did a check and this issue seems to be there from V4.0a1.
The VisualScriptEditorVariableEdit seems to save the export variable_parameter.
So I assume when converting to GDScript 2.0 there is a change in how the export is handled, and as the export variable_parameter is no longer found the inspector defaults to showing the variable.
@Calinou Do you know the next person to ping to get more guidance?
So I assume when converting to GDScript 2.0 there is a change in how the export is handled, and as the export variable_parameter is no longer found the inspector defaults to showing the variable.
VisualScript does not compile to GDScript behind the scenes. This is probably due to something else.
@Calinou Do you know the next person to ping to get more guidance?
I don't know who else is actively working on visual scripting, sorry. I've never worked on it myself.
VisualScript does not compile to GDScript behind the scenes. This is probably due to something else.
Indeed.
The problem is that the editor may now interpret "exported" differently than 3.x
Godot version
v4.0.alpha2.official [79077e6]
System information
Windows 11, Vulkan Clustered, Intel UHD Graphics 620 v30.0.101.1340
Issue description
The script variables in Visual Script are exported by default regardless of the export toggler, as shown in the screen recording below:
2022-02-15.19-13-07.mp4
And there's no way to turn it off due to the issue #58072.
This is a regression from Godot 3.4.
I expect the variable to be exported only when selected.
Steps to reproduce
Minimal reproduction project
No response
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