Quick answer: Godot 4 C# editor utility reloading project losing imported resources? Reload doesn't re-trigger import - call EditorInterface.Get().ResourceFilesystem.Scan() after asset mutations.
Tool that creates new assets. Editor reloads; the assets exist in the filesystem but aren't imported.
Trigger filesystem scan
EditorInterface.Singleton.GetResourceFilesystem().Scan();Re-scans; imports new files.
Or wait for scan
ScanSources blocks until import complete. Use when downstream depends on imported resources.
Document the workflow
Tool README: new assets require scan. Users learn the pattern.
“Filesystem scan isn't automatic. Editor utilities need to invoke it.”
Build a small helper: 'create asset and trigger scan'. Reusable; the bug pattern stops recurring.