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I'm in full agreement, that could be quite a handy feature to have if you use a lot of exported properties in a script.
The only obstacle I can think of right is how a script with categorized properties would look (then there's allowing existing games to make use of it without causing all of the objects to reset).
When you have a lot of variables in a script, it can get quite unwieldy to manage them in the inspector.
I would like to be able to subcategorize script variables, just like native nodes can.
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