DynamicFont in Godot 4: it is FontFile now

By Eduardo Orellana · Updated

DynamicFont is replaced by FontFile in Godot 4, and the size is no longer part of the font: you set font_size on the control or its theme. In a Godot 4 project, DynamicFont.new() fails to parse with Identifier "DynamicFont" 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. DynamicFont 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 DynamicFont and BitmapFont to FontFile. A .ttf or .otf imports straight to a FontFile, so DynamicFontData is gone too. Godot 3 made one DynamicFont per size; Godot 4 keeps one font and takes the size from the theme's font_size, or add_theme_font_size_override() on one control.

Reproduce it

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

extends Node

func _ready():
	var font = DynamicFont.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 "DynamicFont" not declared in the current scope. Did you mean to use "FontFile"?
   at: GDScript::reload (res://answers/dynamicfont-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/dynamicfont-in-godot-4/repro.gd" with error "Parse error".
   at: load (modules/gdscript/gdscript_resource_format.cpp:46)

Fix it

A Label given a font size override, with the default font.

extends Control

func _ready() -> void:
	var label := Label.new()
	label.text = "Score"
	label.add_theme_font_size_override("font_size", 32)
	add_child(label)
	print(label.get_theme_font_size("font_size"), " ", label.get_theme_font("font").get_class())

What the fixed script prints

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

32 FontFile

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 1512, DynamicFont to FontFile](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1512), [FontFile class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/FontFile.xml).

Questions

How do I load a .ttf file in code?
load("res://fonts/game.ttf") returns a FontFile, or FontFile.new() and load_dynamic_font(path) for a file outside the project.
How do I outline text?
Set the control's outline_size and font_outline_color theme overrides.