BitmapFont in Godot 4: it is FontFile now

By Eduardo Orellana · Updated

BitmapFont is replaced by FontFile in Godot 4, which holds bitmap and vector fonts alike. In a Godot 4 project, BitmapFont.new() fails to parse with Identifier "BitmapFont" not declared in the current scope. Did you mean to use "FontFile"?.

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What Godot is checking

GDScript resolves every name when the script loads. BitmapFont is not a class in Godot 4, so the analyzer stops before anything runs, and because the name is in Godot's own table of Godot 3 renames, the message names the replacement.

The converter carries BitmapFont to FontFile. A BMFont .fnt file imports as a FontFile, and an image of glyphs can be imported with the Font Data (Image Font) importer. For crisp pixel fonts, turn off antialiasing and set the size to a multiple of the font's pixel size.

Reproduce it

A Godot 3 script that creates a BitmapFont in code, in a Godot 4 project.

extends Node

func _ready():
	var font = BitmapFont.new()
	print(font)

What Godot 4.7.2 prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

SCRIPT ERROR: Parse Error: Identifier "BitmapFont" not declared in the current scope. Did you mean to use "FontFile"?
   at: GDScript::reload (res://answers/bitmapfont-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/bitmapfont-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

A FontFile with antialiasing off, as a pixel font uses.

extends Node

func _ready() -> void:
	var font := FontFile.new()
	font.antialiasing = TextServer.FONT_ANTIALIASING_NONE
	font.fixed_size = 16
	print(font.get_class(), " antialiasing off: ", font.antialiasing == TextServer.FONT_ANTIALIASING_NONE, ", fixed size ", font.fixed_size)

What the fixed script prints

Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org

FontFile antialiasing off: true, fixed size 16

Verified on Godot 4.7.2

Both scripts on this page were run headless on Godot 4.7.2 (4.7.2.stable.mono.official.ed1daf0bf) on 18 October 2026, and the output above is what Godot printed, unedited.

Where the check lives in Godot's source: [gdscript_analyzer.cpp line 4687, the message with its hint](https://github.com/godotengine/godot/blob/4.7.2-stable/modules/gdscript/gdscript_analyzer.cpp#L4687), [renames_map_3_to_4.cpp line 1486, BitmapFont to FontFile](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1486), [FontFile class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/FontFile.xml).

More on this: VisualShaderNodeVectorScalarSmoothStep in Godot 4: Identifier not declared in the current scope

Questions

Why is my pixel font blurry?
Antialiasing is on, or the size is not a multiple of the glyph height. Set antialiasing to None and use whole multiples.
Is DynamicFont also FontFile?
Yes. Both Godot 3 classes became FontFile.