@tool extends EditorPlugin func _enter_tree() -> void: # This doesn't function in Godot4 # get_editor_interface().get_editor_data().connect("scene_saved", self, "_on_scene_saved") pass func _exit_tree() -> void: # get_editor_interface().get_editor_data().disconnect("scene_saved", self, "_on_scene_saved") pass func _on_scene_saved(scene: PackedScene) -> void: var instance: Node = scene.instantiate() instance.queue_free.call_deferred() for node in instance.get_children(): if node is StandardRoom: node._validate()