Quick answer: Declare an enum class, then type your variable: @export var state: MyEnum. For inline enums without a class, use @export_enum("Option1", "Option2") var choice: int. Plain @export var x: int shows a number field, not a dropdown.

Here is how to fix Godot @export enum not showing in the Inspector. You define an enum in your script, add @export to the variable, and expect a dropdown in the Inspector. Instead you get a plain number input, or the variable does not appear at all. Godot 4 has two distinct export annotations for enums, and mixing them up produces the wrong widget or no widget.

The Symptom

An exported variable that should appear as a dropdown in the Inspector shows as a numeric input field, a text field, or does not appear at all. The enum values are not selectable. Changing the number manually works but there is no way to pick by name.

Variant: the dropdown appears but shows wrong or outdated values. Or the variable resets to 0 every time the scene reloads.

What Causes This

Using @export without enum typing. @export var state: int = 0 produces a number input. Godot does not know this int represents an enum. You need either a typed enum variable or the @export_enum annotation to get a dropdown.

Enum defined but variable not typed. Declaring enum MyEnum { IDLE, RUN, JUMP } and then writing @export var state = MyEnum.IDLE without the type hint may not produce a dropdown. Godot infers the type as int from the default value, losing the enum association.

Using Godot 3 export syntax. Godot 3 used export(int, "Idle", "Run", "Jump") var state = 0. This syntax does not work in Godot 4 and produces a parser error or is silently ignored.

Script not saved or scene not reloaded. The Inspector reads export metadata when the scene loads. If you add an @export annotation and do not save the script or reload the scene, the Inspector does not update. Clicking outside the script editor or pressing Ctrl+S forces the update.

The Fix

Method 1: Enum class with typed @export (recommended).

extends CharacterBody2D

enum State { IDLE, RUN, JUMP, FALL, ATTACK }

@export var current_state: State = State.IDLE

This produces a dropdown in the Inspector with the names IDLE, RUN, JUMP, FALL, ATTACK. The variable stores an int internally but displays as a named enum. This is the cleanest approach and works with match statements:

func _physics_process(delta):
    match current_state:
        State.IDLE:
            handle_idle(delta)
        State.RUN:
            handle_run(delta)
        State.JUMP:
            handle_jump(delta)

Method 2: @export_enum for inline enums. When you do not want to declare a separate enum class:

@export_enum("Fire", "Ice", "Lightning", "Earth") var element: int = 0

This creates a dropdown with the four options. The variable stores the index (0 = Fire, 1 = Ice, etc.). Useful for quick prototyping without a named enum class.

Method 3: @export_enum with String type. Store the selected name as a string instead of an index:

@export_enum("Easy", "Normal", "Hard", "Nightmare") var difficulty: String = "Normal"

The Inspector shows the same dropdown, but the variable holds "Normal" as a string. This is useful when you serialize data or compare values by name rather than index.

Common Mistakes

Missing type hint on the variable:

# Wrong: no type hint, Godot infers int, no dropdown
@export var state = State.IDLE

# Correct: explicit type hint
@export var state: State = State.IDLE

Enum declared in wrong scope:

# Wrong: enum inside a function (not visible to Inspector)
func _ready():
    enum Direction { UP, DOWN, LEFT, RIGHT }

# Correct: enum at class level
enum Direction { UP, DOWN, LEFT, RIGHT }
@export var dir: Direction = Direction.UP

Stale Inspector after script change: After adding or changing @export annotations, save the script (Ctrl+S). If the dropdown still does not appear, close and reopen the scene, or click the “Reload Current Scene” button.

Enums Across Scripts

If the enum is defined in a different script, use preload to reference it:

# game_enums.gd
class_name GameEnums

enum Element { FIRE, ICE, LIGHTNING, EARTH }

# weapon.gd
@export var element: GameEnums.Element = GameEnums.Element.FIRE

The class_name declaration makes the enum available globally. Without it, you would need preload("res://game_enums.gd").Element.

Understanding the issue

Export pipelines transform development assets into shipping packages. Each transformation can introduce subtle changes that produce bugs only visible in the exported build.

The specific bug described above is the kind that surfaces during integration rather than unit testing. It depends on a combination of factors: the asset configuration, the runtime state, the platform's specific behavior. In isolation, each piece looks correct; in combination, the bug emerges. This is why thorough integration testing - playing the actual game in realistic conditions - catches things that automated tests miss.

Why this happens

Bugs of this class are particularly easy to ship past internal QA because they often depend on specific runtime conditions - hardware combinations, network states, or asset configurations that QA didn't reproduce. Players hit them in the wild, file reports that are hard to repro, and the bug accumulates negative reviews while engineering tries to recreate the failure mode.

At the engine level, the behavior comes from a deliberate design decision in Godot. The engine team chose a particular trade-off - usually performance versus convenience, or generality versus specificity - and that trade-off has consequences when you push against it. Understanding the trade-off is what turns 'this bug is mysterious' into 'this bug is the expected consequence of this design'.

Verifying the fix

Verifying this fix in isolation is straightforward: reproduce the bug, apply the change, confirm the bug no longer reproduces. The harder verification is regression - did this fix introduce a new bug elsewhere? Run your standard regression suite, plus any tests that exercise the same code path with different inputs.

Reproducibility is the prerequisite for verification. If you can't reliably reproduce the bug pre-fix, you can't reliably verify it post-fix. Spend time getting a clean reproduction before you write any fix code. The fix is fast once you understand the reproduction; the reproduction is the slow part.

Variations to watch for

There's almost always a less obvious case where the same problem applies. The reported case is the one a player hit; the related cases hide because they're rarer or affect fewer players. After fixing the reported case, search the codebase for the pattern - one fix often unlocks several.

Adjacent bugs often share a root cause. After fixing the case you've found, spend an hour searching the codebase for similar patterns. What's the same call with different arguments? The same data flow with a different entity type? The same lifecycle issue in a sibling system? Each match is a candidate for the same fix, or a related fix that prevents future bugs of the same class.

In production

Live games surface this bug class at scale. What's a rare edge case in development becomes a daily occurrence once you have a few thousand concurrent players. The class isn't 'this player has a unique setup'; it's 'one in N thousand sessions will trigger this exact combination'.

When triaging a similar issue in production, prioritize gathering data over hypothesizing causes. A player report describes a symptom; what you need is a build SHA, a session timestamp, and ideally a screen recording or session replay. With those, the bug becomes tractable. Without them, you're guessing at hypothetical reproductions that may not match what the player actually hit.

Performance considerations

Performance implications matter when this bug class scales with player count or asset count. A bug that fires once per session is annoying; a bug that fires once per frame compounds. After fixing, profile the affected code path under realistic load. The fix that's correct for one entity may be too slow for ten thousand.

Diagnostic approach

The diagnostic tools available depend on your engine and platform. Use the engine's native profilers and debug overlays before reaching for external tools. The native tools have context that external tools lack - they know which subsystem owns the code, which assets are loaded, and what state the engine is in.

For Godot-specific diagnostics, the editor's profiler is the canonical starting point. Capture a representative frame with the symptom present; compare against a frame without the symptom; the diff often points directly at the cause. If the symptom is non-deterministic, capture multiple frames and look for the pattern - the cause is usually a state transition or a specific input value rather than a continuous effect.

Tooling and ecosystem

Modern engine versions ship better tooling for this kind of issue than older versions. If you're on an older release, the diagnostic step may take significantly longer because the tools you'd want don't exist yet. Sometimes the right answer is upgrading rather than fighting through limited tooling.

Within Godot, the relevant diagnostic surfaces include the standard frame debugger, memory profiler, and engine-specific debug overlays. Each one shows a different facet of what's happening. The frame debugger reveals draw call ordering and state transitions; the memory profiler shows allocation patterns; the debug overlay reveals per-system state. Bugs that resist one tool usually surrender to another - the trick is knowing which tool to reach for first.

Edge cases and pitfalls

Edge cases for this class of issue often involve specific timing: the first frame after a state change, the last frame before a transition, frames where multiple subsystems update simultaneously. Reproducing these reliably is part of what makes the bug class hard to test.

When writing a regression test for this fix, focus on the boundary conditions that surfaced the original bug. Tests that exercise the happy path catch obvious regressions; tests that exercise the boundary catch the subtler regressions that look like new bugs but are really the original returning. The latter are the tests that earn their keep over the long life of the project.

Team communication

When this bug class affects multiple teams (often the case for cross-system issues), early communication prevents duplicate work. The team that owns the symptom may not own the cause. A 15-minute conversation at the start of triage often saves hours of independent investigation.

If this fix touches a system several engineers work in, a short writeup in the team's engineering channel helps. Not a full design doc - a paragraph explaining what was wrong, what's fixed, and what to watch for. Future engineers encountering similar symptoms will search for the fix; making it findable is a small investment that pays back later.

“Type the variable with the enum class. That single colon is the difference between a number field and a dropdown.”

Related Issues

For other Inspector export issues, see Exported NodePath Always Null. For GDScript typing patterns, Await Signal Never Completing covers related type system behavior.

Declare the enum at class level. Type the variable. @export var x: MyEnum. Dropdown appears.