Godot 4.7 ships with HDR output, Asset Store, Android export support

Godot 4.7 is out as a stable release, and the practical changes land mostly in rendering, editor workflow, UI animation, and Android production. The headline features are HDR output, a new Asset Store, Android export and publishing support through the Godot Android Build Environment, AreaLight3D, and offset transforms for Control nodes.

The official release notes say HDR output is available in Godot 4.7 for Windows, macOS, iOS, visionOS, and Linux on Wayland. Godot has rendered lighting internally in HDR for years, but the previous SDR output path limited what players could actually see on HDR displays. For teams tuning bright effects, high-contrast scenes, or HDR-capable UI, this changes the last step of the pipeline rather than only the editor preview.

For 3D scenes, AreaLight3D adds a rectangular real-time light source. Developers no longer have to rely on emissive materials plus Global Illumination to approximate a glowing screen, billboard, window, or panel. Godot 4.7 also adds collider snapping for Path3D points, axis measurements in the 3D ruler, vertex snapping with the default B shortcut, and automatic smoothing for CSG nodes.

The UI changes are just as relevant for shipped games. Control nodes now have offset_transform_* properties for visual translation, rotation, and scale without fighting the parent Container layout. The default behavior keeps the transform visual-only, which helps preserve hover handling when buttons animate in or scale. RichTextLabel images can also size relative to the parent font, so inline icons and text can scale together instead of being tuned by hand for each font size.

Godot’s old Asset Library is being replaced by the new Asset Store, with preview zoom, visible ratings, and threaded background work so browsing does not block the editor UI. On Android, GABE support means developers can export and publish from Android devices instead of only editing there. In the r/Games thread, developers focused less on the release branding and more on day-to-day workflow details such as RichTextLabel scaling and Blender-to-Godot asset handling.

Sources: Godot 4.7 release notes, r/Games thread.