Godot 4.7 turns up HDR

Godot 4.7 goes practical: HDR output, rectangular lights, mobile builds, XR work and editor polish. Less fireworks, more knobs.
A vibrant animated film set featuring playful blue characters. A whimsical green screen serves as the backdrop, while a quirky camera setup and a classic director's chair labeled "DIRECTOR" add to the charm. A wind machine and colorful building blocks enhance the creative atmosphere.

For those who don’t know the tool: Godot Engine is a standalone free 2D and 3D game engine. No host DCC app is specified, it works with pretty much every DCC Suite out there. It connects to its Asset Store, GDScript, C#, C++ and GDExtension.

Release with actual buttons

Godot 4.7 is available now. The release brings HDR output, rectangular area lights, a new Asset Store, Android and XR export work, shader previews, UI transforms and editor fixes that sound small until you have clicked the same menu 400 times in a day.

Pricing stays simple: the engine is free and open source under the MIT License. No paid engine price is specified. The migration notes list behavior changes, API breaks and changed defaults. New tools and innovations should be tested before use in production, especially when a project file has paying work attached.

HDR, now with fewer excuses

On the Rendering side, HDR output sends internal HDR rendering to the final output. It works on Windows, macOS, iOS, visionOS, and Linux through Wayland. The implementation supports the Forward+, Mobile and Compatibility renderers only in the first two . Compatibility rendering, Web output and Android HDR output are outside this 4.7 support set.

That means the engine can now show more of its internal HDR simulation on supported displays. For artists, this is the practical bit: overbright elements, glow, exposure and bright outdoor detail can reach the screen instead of being squeezed into SDR manners. Such polite. Very limiting.

The new AreaLight3D node adds rectangular light sources. It renders real-time light from a rectangle in 3D space, with softer shadows and more realistic reflections. The old workaround of pairing emissive materials with global illumination is no longer the only route for glowing windows, TVs and billboards.

DrawableTexture2D adds a simpler API layer for drawing on textures. Before 4.7, texture drawing leaned on viewport-based tricks or lower-level rendering access. This one should matter to anyone building paint systems, runtime masks, interactive decals or little debugging scribbles that slowly become production features because someone liked them.

The asset shelf gets less creaky

The Godot Asset Store replaces the older Asset Library. The update changes how asset items display, adds zoom for preview images, shows asset ratings and introduces threading so store tasks can run without blocking the editor’s main UI. The store page also states that the store is in beta, so polish is welcome, but tea and caution remain on the desk.

A digital interface showcasing the 'TerraBrush' asset for the Godot game engine. The screen features lush greenery and a calm water body, with a prominent logo at the center. Below, highlighted asset thumbnails display new arrivals, combining vibrant colors and clean lines, evoking a creative workspace.

The store lists asset ratings, licenses and free new arrivals. That is practical for small teams and solo developers who need a template, utility or plug-in without spelunking through forum archaeology. It is still an asset store, so test anything downloaded from it like it owes you money.

Text shader editing gets inline previews. A text shader can now show a real-time preview directly in the editor while typing. That removes one small loop from shader work: write, compile, switch context, squint, repeat. Now teh squinting can happen closer to the code, as nature intended.

https://godotengine.org/storage/releases/4.7/images/inline-text-shader-previews.webp

The Control node gains offset transform properties. UI elements can be translated, rotated or scaled without the container immediately ruining the fun. By default, the transform offset is visual only and does not affect mouse input, which avoids buttons losing hover state after a visual transform.

Editor fixes for tired hands

Game Engine updates often sell themselves with renderer fireworks. This one has plenty of small editor changes that may save more daily friction than the headline features.

Path3D points can snap to colliders. The 3D editor ruler can show vector component lengths for each axis. CSG nodes gain an Autosmooth property on the root node, using a Smoothing Angle value that defaults to 50 degrees. Vertex snapping arrives in the 3D editor with the B shortcut as the default.

For 2D work, CollisionShape2D can set one-way collision direction relative to the shape. GradientTexture2D can generate conic gradients. TextureRect can tile AtlasTexture regions as repeating textures.

GUI work gets a better Tree drag and drop indicator, optional search for long PopupMenu lists, and RichTextLabel images that can scale relative to font size. Landmark navigation gives screen reader users more context when moving through interface areas.

The Project Manager now shows icons for upgrade and downgrade cases before a project opens. The Inspector can copy and paste categories or groups of properties. The Remote Scene Inspector can fold groups and subgroups. The Remote Tree Inspector can show enum names for non-exported enum variables instead of plain integers.

For layout work, the dedicated MeshLibrary editor should make GridMap tile work less inspector-heavy. The 2D editor also gains Scene Paint Mode for scattering objects such as collectables, enemies or decorations without setting up tile maps first.

The 3D editor can follow a moving object after pressing Focus Selection twice. The 3D view controller is unified for editor and embedded game use. Trackball-style rotation lets users rotate 3D nodes by dragging a translucent sphere inside the transform gizmo. Very space mouse adjacent, minus the desk hardware.

Android gets more independent

For game development, the portable build story is the loud part. GABE, the Godot Android Build Environment, is now stable. It is a companion app for the Android and XR editor that handles Gradle export support in the background.

https://godotengine.org/storage/releases/4.7/images/android_gabe.webp

GABE can generate AAB and APK files directly on an Android or XR device. The project states that this allows developers to create, develop, export and publish a game to stores using only such a device. GABE is available through the Google Play Store, Meta Horizon Store and GitHub release page.

Input, animation and the migration tax

Input work includes a built-in VirtualJoystick node with Fixed, Dynamic and Following modes. A project setting can ignore joypad input when the application is unfocused. Keyboard and mouse events now use device identifiers, with dedicated constants for keyboard and mouse IDs.

Animation gets collapsible animation editor nodes and Tween signal waiting through tween_await. Export templates can now be downloaded per platform or architecture instead of forcing every template into one large download. GDExtension files now appear in Project Settings, which helps teams see which extensions a project actually loads.

The migration guide lists specific breaks. AudioEffectSpectrumAnalyzer removes tap_back_pos. OpenXRExtensionWrapper changes _on_register_metadata. Several EditorSceneFormatImporter constants move to ImportFlags. Rendering, physics, input and GDScript behavior changes are also listed, alongside changed defaults for animation, rendering reflections, RichTextLabel image parameters and dynamic font hinting. So yes, this is a big update. It has HDR sparkle, mobile ambition and XR paperwork, so, clone the project, read the migration notes, test the export templates, profile the renderers, and only then let version 4.7 near the build machine that everyone quietly fears.


https://godotengine.org/releases/4.7/

https://store.godotengine.org/

https://godotengine.org/article/hdr-output-arrives-in-godot-4-7/

https://developer.android.com/develop/xr/godot