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This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

EditorProperty

Inherits: Container < Control < CanvasItem < Node < Object

Custom control for editing properties that can be added to the EditorInspector.

Description

A custom control for editing properties that can be added to the EditorInspector. It is added via EditorInspectorPlugin.

Properties

bool

checkable

false

bool

checked

false

bool

deletable

false

bool

draw_warning

false

bool

keying

false

String

label

""

bool

read_only

false

Methods

void

_set_read_only ( bool read_only ) virtual

void

_update_property ( ) virtual

void

add_focusable ( Control control )

void

emit_changed ( StringName property, Variant value, StringName field=&"", bool changing=false )

Object

get_edited_object ( )

StringName

get_edited_property ( ) const

void

set_bottom_editor ( Control editor )

void

update_property ( )


Signals

multiple_properties_changed ( PackedStringArray properties, Array value )

Emit it if you want multiple properties modified at the same time. Do not use if added via EditorInspectorPlugin._parse_property.


object_id_selected ( StringName property, int id )

Used by sub-inspectors. Emit it if what was selected was an Object ID.


property_can_revert_changed ( StringName property, bool can_revert )

Emitted when the revertability (i.e., whether it has a non-default value and thus is displayed with a revert icon) of a property has changed.


property_changed ( StringName property, Variant value, StringName field, bool changing )

Do not emit this manually, use the emit_changed method instead.


property_checked ( StringName property, bool checked )

Emitted when a property was checked. Used internally.


property_deleted ( StringName property )

Emitted when a property was deleted. Used internally.


propert