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.

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