WindowDialog in Godot 4: it is Window now
By Eduardo Orellana · Updated
WindowDialog is replaced by Window in Godot 4, a node that is a real window, embedded in the game window by default. In a Godot 4 project, WindowDialog.new() fails to parse with Identifier "WindowDialog" not declared in the current scope. Did you mean to use "Window"?.
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. WindowDialog 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 WindowDialog to Window. Window has a title, a size and a close button that emits close_requested, which does nothing until you connect it, typically to hide().
Reproduce it
A Godot 3 script that creates a WindowDialog in code, in a Godot 4 project.
extends Node
func _ready():
var dialog = WindowDialog.new()
print(dialog)
What Godot 4.7.2 prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
SCRIPT ERROR: Parse Error: Identifier "WindowDialog" not declared in the current scope. Did you mean to use "Window"?
at: GDScript::reload (res://answers/windowdialog-in-godot-4/repro.gd:4)
ERROR: Failed to load script "res://answers/windowdialog-in-godot-4/repro.gd" with error "Parse error".
at: load (modules/gdscript/gdscript_resource_format.cpp:46)Fix it
A Window with a title that hides when its close button is pressed.
extends Node
func _ready() -> void:
var dialog := Window.new()
dialog.title = "Settings"
dialog.size = Vector2i(400, 300)
dialog.close_requested.connect(dialog.hide)
add_child(dialog)
dialog.close_requested.emit()
print(dialog.get_class(), " '", dialog.title, "' visible: ", dialog.visible)
What the fixed script prints
Godot Engine v4.7.2.stable.mono.official.ed1daf0bf - https://godotengine.org
Window 'Settings' visible: falseVerified 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 1658, WindowDialog to Window](https://github.com/godotengine/godot/blob/4.7.2-stable/editor/project_upgrade/renames_map_3_to_4.cpp#L1658), [Window class reference](https://github.com/godotengine/godot/blob/4.7.2-stable/doc/classes/Window.xml).
More on this: VisualShaderNodeVectorScalarSmoothStep in Godot 4: Identifier not declared in the current scope
Questions
- Why does the close button not close my Window?
- close_requested only notifies you. Connect it to hide() or queue_free().
- Can a Window be a separate OS window?
- Yes: turn off Project Settings, Display, Window, Subwindows, Embed Subwindows.
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