Plugin Version: r1
Godot Version: v3.3.3
I'm trying to use a NodePath property and access it from Lua.
The code appears to register the property with Godot as it shows up and works in the inspector but is inaccessible via self in Lua.

Properties are working for other primitive types I've used so far but not when the type is NodePath. When I inspect self inside of _ready with the following code, I get the subsequent outcome.
local inspect = require("inspect")
local function ready(self)
print(inspect.inspect(self))
print(self.player_path)
end
return {
_ready = ready,
player_path = property({type = NodePath})
}
{
__owner = [Node2D:1622],
__script = {
__getter = {},
__path = "res://enemy.lua",
__setter = {},
_ready = <function 1>
},
<metatable> = {
__concat = <function 2>,
__index = <function 3>,
__tostring = <function 4>
}
}
nil
As you can see, the property is not on self and printing the field directly shows that it doesn't exist, as it's nil.
I've been loving this project by the way. It's great! Thank you for working on it.
Plugin Version: r1
Godot Version: v3.3.3
I'm trying to use a
NodePathproperty and access it from Lua.The code appears to register the property with Godot as it shows up and works in the inspector but is inaccessible via

selfin Lua.Properties are working for other primitive types I've used so far but not when the type is
NodePath. When I inspectselfinside of_readywith the following code, I get the subsequent outcome.As you can see, the property is not on
selfand printing the field directly shows that it doesn't exist, as it'snil.I've been loving this project by the way. It's great! Thank you for working on it.