PathFollow in Godot 4: it is PathFollow3D now
By Eduardo Orellana · Updated
PathFollow is called PathFollow3D in Godot 4, and its offset and unit_offset are progress and progress_ratio. In a Godot 4 project, PathFollow.new() fails to parse with Identifier "PathFollow" not declared in the current scope. Did you mean to use "PathFollow3D"?.
AppImage, x86_64. Ubuntu 22.04, Debian 12, Fedora 39 or newer.
Intel or AMD Chromebook, with Linux turned on.
What Godot is checking
GDScript resolves every name when the script loads. PathFollow 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 PathFollow to PathFollow3D and Path to Path3D, and PathFollow2D took the same property rename. progress is the distance along the curve in metres; progress_ratio runs from 0 to 1.
Reproduce it
A Godot 3 script that creates a PathFollow in code, in a Godot 4 project.
extends Node
func _ready():
var follower = PathFollow.new()
print(follower)
What Godot 4.7.2 prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
SCRIPT ERROR: Parse Error: Identifier "PathFollow" not declared in the current scope. Did you mean to use "PathFollow3D"?
at: GDScript::reload (res://answers/pathfollow-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/pathfollow-in-godot-4/repro.gd" with error "Parse error".
at: load (modules/gdscript/gdscript_resource_format.cpp:46)Fix it
A PathFollow3D halfway along a ten metre Path3D.
extends Node3D
func _ready() -> void:
var path := Path3D.new()
path.curve = Curve3D.new()
path.curve.add_point(Vector3.ZERO)
path.curve.add_point(Vector3(10, 0, 0))
add_child(path)
var follower := PathFollow3D.new()
path.add_child(follower)
follower.progress_ratio = 0.5
print(follower.get_class(), " progress ", follower.progress, ", at ", follower.position)
What the fixed script prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
PathFollow3D progress 5.0, at (5.0, 0.0, 0.0)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 1563, PathFollow to PathFollow3D](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1563), [PathFollow3D class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/PathFollow3D.xml).
Questions
- How do I move along the path every frame?
- Add to progress in _process: follower.progress += speed * delta. Turn on loop to wrap at the end.
- What happened to Path?
- It is Path3D; the 2D one is still Path2D.
Related
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- Spatial in Godot 4: it is Node3D now, and translation is position
- Every verified Godot 4 answer
- Path in Godot 4: it is Path3D now
- Sprite in Godot 4: it is Sprite2D now
- RayCast in Godot 4: it is RayCast3D now
- Identifier "…" not declared in the current scope in Godot 4
- TextureProgress in Godot 4: it is TextureProgressBar now
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