I'm trying to emit a custom signal from my C# script. The name of this signal is VelocityDisplay. Here's the code I wrote:

[Signal]
public delegate void VelocityDisplayEventHandler();

public override void _Process(double delta)
    {
	EmitSignal(SignalName.VelocityDisplay);
    }

This code works perfecly as intended, however VS Code keeps showing the error:

RigidBody2D.SignalName does not contain a definition for VelocityDisplay.

Is this normal? Is there a way to stop the error from appearing? Why does Godot work this way?

I found a very simple solution: I simply changed the external editor from VS Code to Visual Studio. Now the error doesn't show up anymore.