My code was checking for and counting the .png files specifically: if FileAccess.file_exists(path+“.png”): return load(path+“.png”)
As that actual file won’t exist in an exported game, checking for the .import instead returns true on an exported project: if FileAccess.file_exists(path+“.png.import”):
As the .import file also points to the correct resource, load(path+“.png”) still works
So, all I had to do was add “.import” to the checks of whether the file exists and everything worked. The idea to test that came after reading this issue *(plus another one I closed and can’t find anymore) *and before I myself opened an issue complaining about the above. - github.com/godotengine/godot/issues/39746