Upgrading from Godot 4.3 to Godot 4.4
For most games and apps made with 4.3 it should be relatively safe to migrate to 4.4. This page intends to cover everything you need to pay attention to when migrating your project.
Breaking changes
If you are migrating from 4.3 to 4.4, the breaking changes listed here might affect you. Changes are grouped by areas/systems.
This article indicates whether each breaking change affects GDScript and whether the C# breaking change is binary compatible or source compatible:
Binary compatible - Existing binaries will load and execute successfully without recompilation, and the run-time behavior won't change.
Source compatible - Source code will compile successfully without changes when upgrading Godot.
Core
Change |
GDScript Compatible |
C# Binary Compatible |
C# Source Compatible |
Introduced |
---|---|---|---|---|
FileAccess |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
Method |
✔️ |
❌ |
✔️ |
|
OS |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
RegEx |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Semaphore |
||||
Method |
✔️ |
✔️ |
✔️ |
|
TranslationServer |
||||
Method |
✔️ |
✔️ |
✔️ |
GUI nodes
Change |
GDScript Compatible |
C# Binary Compatible |
C# Source Compatible |
Introduced |
---|---|---|---|---|
RichTextLabel |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
GraphEdit |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Signal |
❌ |
❌ |
❌ |
Physics
Change |
GDScript Compatible |
C# Binary Compatible |
C# Source Compatible |
Introduced |
---|---|---|---|---|
SoftBody3D |
||||
Method |
✔️ |
✔️ |
✔️ |
Rendering
Change |
GDScript Compatible |
C# Binary Compatible |
C# Source Compatible |
Introduced |
---|---|---|---|---|
CPUParticles2D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
CPUParticles3D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
GPUParticles2D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
GPUParticles3D |
||||
Method |
✔️ |
✔️ |
✔️ |
|
RenderingDevice |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
❌ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
RenderingServer |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Shader |
||||
Method |
✔️ |
❌ |
❌ |
|
Method |
✔️ |
❌ |
✔️ |
|
VisualShaderNodeCubemap |
||||
Property |
✔️ |
❌ |
❌ |
|
VisualShaderNodeTexture2DArray |
||||
Property |
✔️ |
❌ |
❌ |
Note
In C#, the enum RenderingDevice.StorageBufferUsage
breaks compatibility because of the way the bindings generator
detects the enum prefix. New members where added in GH-100062 to the enum that caused the enum members to be renamed.
Editor plugins
Change |
GDScript Compatible |
C# Binary Compatible |
C# Source Compatible |
Introduced |
---|---|---|---|---|
EditorInterface |
||||
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
Method |
✔️ |
✔️ |
✔️ |
|
EditorSceneFormatImporter |
||||
Method |
❌ |
❌ |
❌ |
|
EditorTranslationParserPlugin |
||||
Method |
❌ |
❌ |
❌ |
Note
The method _get_import_flags
was never used by the engine. It was removed despite the
compatibility breakage as there's no way for users to rely on this affecting engine behavior.
Behavior changes
Core
Note
The Curve
resource now enforces its value range, so min_value
and max_value
need to be changed
if any of the points fall outside of the default [0, 1]
range.
Rendering
Note
The VisualShaderNodeVec4Constant
shader node had its input type changed to Vector4
. Users need to
recreate the values in their constants.
CSG
Note
The CSG implementation now uses Emmett Lalish's Manifold library (GH-94321).
The new implementation is more consistent with manifold definitions and fixes a number of bugs and stability
issues. As a result, non-manifold meshes are no longer supported. You can use MeshInstance3D
for
rendering non-manifold geometry, such as quads or planes.
Android
Note
Android sensor events are no longer enabled by default (GH-94799). Projects that use sensor events can enable them as needed in Project Settings under Input Devices > Sensors.