Godot version: 3.2.rc1.mono
OS/device including version: Linux 5.4.12-1-MANJARO
Issue description:
I wrote a GDscript, not C#.
When I save the exported variables aren't shown in the inspector.
I only can see them after I restart Godot.
Steps to reproduce:
GDscript scriptGDscript where you put the export variableMinimal reproduction project:
Create any Node, add two GDscript / one attached to the node, make an export variable in the script without a node and inherit the script with the variable in the script attached to the node
I can't reproduce it here with 3.2.rc1.mono on Mageia 7.
I created a new project, created a scene (unsaved) with a Node2D root, added a GDScript with:
extends Node2D
export var toto = 1
Okay I took a second look. I copied the content of the script, deleted it and recreated it and now it works like expected :-/
Okay.... and it stopped working again.
I also see that I forgot to mention that my scripts look something like this:
extends KinematicBody2D
class_name Car
export var speed: float = 20.0
And the script below is loaded in the scene
extends Car
I made a small project to show the problem: https://send.firefox.com/download/816e88b41a74c60c/#rmlFOPjZuF7j9ORFD2d3Lw
Actor is defined twice in that project, that might be the issue?
If I comment out one of the two class_name Actor, then adding an export var to the valid Actor.gd seems to work fine.
I only have one actor class in my project, made the mistake only in the demo (copy paste error). But I found it. It happens if I use an external editor instead of the build in. I use VSCode and the Godot Tools addon in the beta version 1.0.0. If I use the build in editor it works correct.
This is an issue I can confirm this on 3.2
Add this line from Visual Studio Code into a script and go back to Godot Editor
export (NodePath) var path2
You will see the script update but the export option does not show up in the UI

Open that script in the built in editor this time and save from the built in editor. All the sudden the export DOES show up.

EDIT: I think the issue is that Script Variables don't get updated when you change the script externally.
A test project here isn't going to show the issue. It updates when you open a new project, which fixes the problem. It will only update when you either
1.) Save from Godot's text editor, or
2.) Open a different project, then reopen your first project
Can confirm this, only soft reloading the script from the built-in editor or reloading the entire project fixes it.
Linking issues as they seem to be connected:
https://github.com/godotengine/godot-vscode-plugin/issues/136
Looking for a workaround and so have been poking around in the Godot source. Unfortunately I am no CPP expert, but what I understood is this:
The the reload function is only called from the script editor drop down file menu if the the script is open in editor or via (hardcoded?) shortcut.
The shortcut and the filemenu entry are only available if the script is open in the internal editor. This makes it impossible to reload if the scripts are only opened in the external editor.
Question: Is it somehow possible to open scripts in external AND internal editor at the same time? Then one could simply hit cmd + shift + R after switching back to Godot window, as a workaround...
To fix this we need either
I hope I got that right 馃槄.
@reduz which one would be the preferred fix?
Hi,
I had this issue, but following the "Your first game" Tutorial I saw the comment below:

I did it and it works. re(Build) project to show the variables in the inspector.
Most helpful comment
Can confirm this, only soft reloading the script from the built-in editor or reloading the entire project fixes it.