Tiled Custom Properties and Godot 4

Is there any way to use Tiled custom properties to automatically change properties of the Godot Tilemap after being exported? Currently, every time I export it resets the tile map meaning I need to hide layers of the map used for the input of automapping and it is quite frustrating for my workflow. Is there a tutorial anywhere or documentation I have missed that describes how to do this?

The built-in Godot export feature only supports custom properties on tiles, which are exported as custom data layers.

If it makes sense to export other unrecognized custom properties in some way to Godot, it would help if you would describe the desired behavior and output.

Another option is to try out YATI instead, because it is overall more complete and already provides support for dealing with custom properties.

I’m working through this TILED with Godot 4 workflow as well and I’m handling the custom logic by having specific scenes in the godot project that get auto added during the TILED export through the resPath on an object layer.

So steps are:
1- Create an scene in the godot project like TilemapSettings.tscn.
2- In TILED, create a object on an Object Layer.
3- In TILED, create a Custom Property on that object called resPath that points at the FULL resource path in Godot. i.e. res://mapsettings/TilemapSettings.tscn
4- In TILED, also give that object a name so that the node in Godot is named properly.
5- Export map from TILED.

It’s definitely a work around as what that will do is just create a child node on the exported scene but you can have @tool level functionality in that or other _ready() level changes that can really help your workflow.

For example, I have a tool function called Fix Positions that will loop through all my objects in Godot and fix the offset position as TILED doesn’t support exporting of an “anchor” or “pivot” position yet. It’s assumes Godot always has center aligned textures which makes the map in Godot not line up objects the same as in TILED.

Hope that helps!