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Behavior of automatically_open_screenshots does not match documentation #113747

@timothyqiu

Description

@timothyqiu

Tested versions

  • Reproducible in: v4.5.1.stable, v4.6.dev6.official [dec5a37]

System information

Godot v4.6.dev6 - Arch Linux #1 SMP PREEMPT_DYNAMIC Mon, 24 Nov 2025 15:21:09 +0000 on X11 - X11 display driver, Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3060 Ti (nvidia; 580.105.08) - 13th Gen Intel(R) Core(TM) i5-13400F (16 threads) - 15.37 GiB memory

Issue description

The doc says that interface/editor/automatically_open_screenshots makes the screenshot opened in a PNG viewer/editor.

<member name="interface/editor/automatically_open_screenshots" type="bool" setter="" getter="">
If [code]true[/code], automatically opens screenshots with the default program associated to [code].png[/code] files after a screenshot is taken using the [b]Editor &gt; Take Screenshot[/b] action.
</member>

But if you try to use Editor > Take Screenshot, it opens the directory containing the screenshot instead of opening the screenshot itself.

Checking the source code also shows this behavior:

godot/editor/editor_node.cpp

Lines 3864 to 3866 in dec5a37

if (EDITOR_GET("interface/editor/automatically_open_screenshots")) {
OS::get_singleton()->shell_show_in_file_manager(ProjectSettings::get_singleton()->globalize_path(p_path), true);
}

Both behavior make sense, so I'm not sure whether this mismatch should be considered a documentation bug or an editor bug.

Steps to reproduce

  1. Check the description of editor setting interface/editor/automatically_open_screenshots.
  2. Check the actual behavior of Editor > Take Screenshot.
  3. Compare them.

Minimal reproduction project (MRP)

N/A

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