This is somewhat a conveinience question and somewhat error prevention.
I'm watching one of HeartBeast's tutorials on scriptable objects.
He's creating a StatsClassextending Ressource with a few attributes (String, ints and a texture).
Now when I am referencing one of the newly created ressources in code I can access the data:
var my_resource = load("res:wizard.tres")
my_ressource.health # do something with this
My actual question here is: The code editor does not autocomplete the attributes in the editor.
If I type my_ressource. I'd somehow expect the list to contain my own attributes like health, strength, class, etc.
They are not present in the auto-complete list, though. So If I (or someone else working with it) would want to access them they's need to know that the attributes are actually there.
Is this a limitation of the Python type scripting or the code editor itself? Or is it something that would actually work if it was set up correctly in the class desctription?
I'm primary an artist and still rather new to Godot so please be kind ;)
Thanks.
(edit)
Or more curious to me: why is there auto-completion inside the assign_data function :

... but not when I want to access the same kind of ressource in _ready?

Link to the video I'm talking about: