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SaveFlowNodeSource

Use SaveFlowNodeSource when the user story is:

Save this Godot object.

It is the main object-facing Source in Lite.

SaveFlowNodeSource inspector preview

What It Saves

SaveFlowNodeSource can save:

  • exported fields on the target node
  • selected additional properties
  • built-in Godot node state
  • selected child participants that belong to the same object

Common built-in state includes transforms, controls, animation players, sprites, cameras, timers, audio players, physics nodes, sensors, navigation agents, and tile runtime edits.

Player
|- Sprite2D
|- AnimationPlayer
|- SaveFlowNodeSource

Leave target empty when the Source sits under or near the object it saves. Only set target explicitly when one object intentionally owns save logic for a different node.

Property Selection

Use exported fields for project-owned gameplay state.

Use additional properties when a real saved value is not exported.

Use ignored properties when an exported field exists for editor convenience but should not survive save/load.

If the additional-property list grows large, the object probably wants cleaner exported fields or a custom Source.

Child Participants

Include children only when they are part of the same saved object.

Good examples:

  • AnimationPlayer under Player
  • Sprite2D under Chest
  • local Timer under Trap

Avoid including:

  • another object with its own Source
  • a runtime entity container
  • a scene-wide manager

Use direct discovery for simple prefab shapes. Use recursive discovery only when meaningful participants live deeper in the tree.

Warnings To Respect

SaveFlowNodeSource warns about:

  • missing target nodes
  • missing child participants
  • missing selected properties
  • stale built-in selections
  • invalid built-in field overrides
  • nested Source ownership mistakes
  • runtime entity container double-collection

These warnings are not noise. They usually mean the graph would load in a surprising order or save the same object twice.

When a child Source is nested under the helper instead of the gameplay object, the inspector preview marks the Source invalid and explains where that child should move.

SaveFlowNodeSource inspector preview showing an included child ownership warning