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I am currently developing a plugin for Godot to merge my custom build state machine, states and edges into an AnimationTree to use the BlendSpaces etc. efficiently by not having to manually define both.
My state machine has a property “init_state” defined like this:
@export var init_state: State
I set the value within the Inspector as you can see on this image:
When I now try to access this state machine within my plugin I get the value and not somthing like Move@abc123458 as should normally be printed for statemachine.init_state.
Is there a way I can read an @export value within my plugin to get this to work or do you have an idea how I could debug this?