Enum PropertyUsageFlags
- Namespace
- Godot
- Assembly
- GodotSharp.dll
[Flags]
public enum PropertyUsageFlags : long
Fields
AlwaysDuplicate = 524288
When duplicating a resource with Duplicate(bool), and this flag is set on a property of that resource, the property should always be duplicated, regardless of the
subresources
bool parameter.Array = 262144
The property is an array.
Category = 128
Used to categorize properties together in the editor.
Checkable = 16
The property can be checked in the
EditorInspector
.Checked = 32
The property is checked in the
EditorInspector
.ClassIsBitfield = 512
The property is a bitfield, i.e. it contains multiple flags represented as bits.
ClassIsEnum = 65536
The property is an enum, i.e. it only takes named integer constants from its associated enumeration.
Default = NoEditor | Editor
Default usage (storage and editor).
DeferredSetResource = 33554432
When loading, the resource for this property can be set at the end of loading.
Deprecated. This hint is not used anywhere and will be removed in the future.
Editor = 4
The property is shown in the
EditorInspector
(default).EditorBasicSetting = 134217728
The property is considered a basic setting and will appear even when advanced mode is disabled. Used for project settings.
EditorInstantiateObject = 67108864
When this property is a Resource and base object is a Node, a resource instance will be automatically created whenever the node is created in the editor.
Group = 64
Used to group properties together in the editor. See
EditorInspector
.HighEndGfx = 2097152
The property is only shown in the editor if modern renderers are supported (the Compatibility rendering method is excluded).
Internal = 8
The property is excluded from the class reference.
KeyingIncrements = 16777216
Inserting an animation key frame of this property will automatically increment the value, allowing to easily keyframe multiple values in a row.
NeverDuplicate = 1048576
When duplicating a resource with Duplicate(bool), and this flag is set on a property of that resource, the property should never be duplicated, regardless of the
subresources
bool parameter.NilIsVariant = 131072
If property has
nil
as default value, its type will be Variant.NoEditor = 2
Default usage but without showing the property in the editor (storage).
NoInstanceState = 1024
The property does not save its state in PackedScene.
NodePathFromSceneRoot = 4194304
The NodePath property will always be relative to the scene's root. Mostly useful for local resources.
None = 0
The property is not stored, and does not display in the editor. This is the default for non-exported properties.
ReadOnly = 268435456
The property is read-only in the
EditorInspector
.ResourceNotPersistent = 8388608
Use when a resource is created on the fly, i.e. the getter will always return a different instance. ResourceSaver needs this information to properly save such resources.
RestartIfChanged = 2048
Editing the property prompts the user for restarting the editor.
ScriptDefaultValue = 32768
Signifies a default value from a placeholder script instance.
Deprecated. This hint is not used anywhere and will be removed in the future.
ScriptVariable = 4096
The property is a script variable which should be serialized and saved in the scene file.
Secret = 536870912
An export preset property with this flag contains confidential information and is stored separately from the rest of the export preset configuration.
Storage = 2
The property is serialized and saved in the scene file (default).
StoreIfNull = 8192
The property value of type GodotObject will be stored even if its value is
null
.Subgroup = 256
Used to group properties together in the editor in a subgroup (under a group). See
EditorInspector
.UpdateAllIfModified = 16384
If this property is modified, all inspector fields will be refreshed.