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Prefabricator - Open Source Prefab Plugin

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    Originally posted by Ali Akbar View Post
    Thanks for the response, I checked this page and I'm not sure if this works anymore. The box just seems to follow the meshes when I move them, or it re-generates each time I move something. My prefabs are floating above the ground because the box extends too far below them and I have to manually lower the whole prefab.


      Im trying to set prefabs along the spline(imagine fence, or street lights) Im trying to do it the same way I scatter static meshes. but it doesnt seems to work. Can you help me and point out to me what im doing wrong?

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        Hello, I'm using Git for version control. I added the plugin to the project plugins. I'm getting compilation error after cleaning the ignored files and recompiling the project. Prefabricator is causing the error. These two directories are in my ignored list:


        The gitignore file I use:,unrealengine

        Error message:
        ... could not be compiled. Try rebuilding from source manually.

        Environment setup:
        Unreal Engine 4.25.1
        Prefabricator 1.5.2
        Windows 10 1909
        Visual Studio 2019 16.6.2
        MSVC v142 - VS 2019 C++ x64/x86 build tools (v14.26)
        Windows 10 SDK (10.0.18362.0)
        Last edited by emirhanaydin; 07-09-2020, 05:37 AM.


          Documentation indicates replication is supported. However when I spawn a prefab at runtime on the server (using the SpawnPrefab node), it is not replicated to the client(s). I'm testing with a simple prefab containing a single static mesh. Prefab asset has the "Replicates" boolean checked.
          UE 4.25.1
          Win10 x64

          is this a bug or is there something I'm missing?


            Really appreciate giving this away for free. We have started to use this in some of our projects as an alternative to blueprints to use as containers.

            We have found 1 issue currently which is quite a blocker for one of our projects.

            Spawn prefab at runtime that contains a blueprint that runs a timeline node, the timeline doesn't work. (This is on multiple classes with things like platforms moving, visual effects being triggered via timeline and various other movements, none of them work).

            It works if spawned in via editor, which made me think it was related to world context object, initially it was in the game mode with 'self' connected to it, I then proceeded to try it on various other locations but had no luck fixing the issue.

            Would appreciate any insight into why this might be happening or even better, a bug fix for this particular issue.



              Any linux support?


                Not sure if this is a missing feature, bug or something I haaven't figured out yet.
                Can Prefabs with nested collections be linked with a Prefab Seed Linker?

                I have a sample prefab that holds two Prefab Collections (each of those has 2 unique prefabs):

                TableWithDeco (Prefab):
                - Table (Collection)
                -- Table1 (Prefab)
                -- Table2 (Prefab)
                - Deco (Collection)
                -- Deco1 (Prefab)
                -- Deco2 (Prefab)

                If I place any of the two collections (Table or Deco) directly in the level, create copies in the scene, link those together, and then randomize, all works as expected, they will have always the same result.
                However, if I place the TableWithDeco prefab multiple times (or make copies in the scene), link those through a Prefab Seed Linker, and randomize via the Prefab Randomizer actor, they will have different randomization outcomes.
                [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
                [Free][Script] Automate Download of Mixamo Animations
                [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization


                  Bug with Nested Prefabs: changing a static mesh component in a BP within a nested Prefab reverse to class defaults if that component doesn't have the "DefaultSceneRoot" component (e.g. if the static mesh is made the new root or a "Scene" component is created to replace the DefaultRoot).

                  Steps to reproduce:

                  1. Create an empty BP and add a StaticMeshComponent (set a default mesh, e.g. Cube)
                  2. Move that StaticmeshComponent onto the DefaultRoot component to replace it (alternatively create a "Scene" component and make it the new root)
                  3. Place that actor in the scene
                  4. In Details->Components, select the StaticMeshComponent and change the mesh (e.g. to a Cone)
                  5. Make a Prefab out of the Actor
                  6. Drag that new Prefab into the scene (should still show as Cone) and make a Prefab out of it
                  7. Drag that nested prefab into the scene and see it revert back to a Cube

                  Expected result: at step 7 mesh settings should not revert back to class defaults.
                  Note: if the Root component of the actor is not altered (left to "DefaultSceneRoot") - everything works fine.
                  Last edited by Cpt.Trips; 11-19-2020, 03:31 PM.
                  [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
                  [Free][Script] Automate Download of Mixamo Animations
                  [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization