I don't really understand what i'm doing, but it's not working. I'm trying to create an editor plugin to consume blender custom properties and create a node with those properties that I can access later. I'm using the functionality added in this pull request:
https://github.com/godotengine/godot/pull/66026
I've gotten it to the point where it adds nodes to the import window, but when I instantiate the scene, the nodes are not present:


How do I get these nodes to appear in my scene? My assumption is that there must be another method to override that translates these nodes into the final editor node, but I can't really figure out what to override to make that happen.