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Prefabricator - Open Source Prefab Plugin

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  • replied
    Thanks for the continued updates Ali. I'll have a check next time I'm on that bit of my project and let you know if there are problems after updating the assets.

    Leave a comment:


  • replied
    I've submitted a new update to fix some performance issues with larger prefabs and their thumbnails

    Version 1.3.0
    • New: Added a project setting to disable custom thumb renderer as it was causing performance issues on larger prefabs. If it is disabled, another option will be preset to manually set the thumbnail, which would be captured from the level editor's current viewport. (Edit > Project Settings > Prefabricator > Show Asset Thumbnails)

    The update should be available in the launcher soon

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  • replied
    4.24 support is live

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  • replied
    I've submitted an update to the marketplace (1.2.3) that adds UE 4.24 support.

    I've also created a Win64 build if you want to install manually and use it right away

    https://github.com/coderespawn/prefa...ases/tag/1.2.3

    Change Log

    Version 1.2.3
    • New: Added UE 4.24 support

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  • replied
    Originally posted by Cody38R View Post
    Hi there, I'm experiencing that once I create a prefab, it is offset from its original creation position.
    Basically, how would I change the "origin" of the prefab itself, so I can ensure it is centered correctly? It seems to find the median point of all the objects attached, not the origin of one particular object.
    Please check this: https://docs.prefabricator.io/pivot.html

    Leave a comment:


  • replied
    Originally posted by JonathanArmstrong View Post
    Hi, Ali,

    This is a very useful plugin. Could you please add a bug-reporting/feature request section to the documentation page? Here are a few bugs which I have encountered:

    1) Performing an undo on transforming a prefab crashes intermittently. It crashes more consistently when performing an undo of an alteration of a child component.
    2) Hiding the prefab actor, using the "h" hotkey, in the viewport does not hide the child components. The only way to hide the full group is to click on the eye-icon from within the world outliner (which is the least-common workflow for toggling actor visibility).
    3) Shift+selecting to add a new child actor should not require a double-click. All new actor adds/subtracts should be done with one click (right now, every click off of the selected child selected the root prefab--accept for de-select, which only requires one click, unpredictably).
    4) When multiple children are selected, the root prefab is also selected. This creates unexpected alterations as the entire group is affected. The current work around is to de-select the root object, before modifying the selected children, but this is one extra step and counter-intuitive.

    Please address these, soon. Thanks!

    -Jonathan

    1) The undo issue has been fixed in the last update (1.2.2) If you still face it, please let me know

    I'll check 2-4 and get back to you

    Leave a comment:


  • replied
    Apologies everyone for the delayed response
    Originally posted by Jan Byška View Post
    Hi Ali Akbar,
    First of all, thank you for creating this tool and providing it to the community for free.

    I was playing with it for several days now and I have one question. It seems that it is impossible to store an actor with reference to another actor inside the prefab (both the actors are part of the prefab). Could you confirm that this is either bug, not implemented, or even impossible within the UE4? Also if this can be implemented, I would appreciate if you would point me towards the part of source code where I can try to fix it myself. Thanks in advance.

    I'll try to reproduce this and get back to you

    Leave a comment:


  • replied
    Originally posted by Jan Byška View Post
    Hi Ali Akbar,
    First of all, thank you for creating this tool and providing it to the community for free.

    I was playing with it for several days now and I have one question. It seems that it is impossible to store an actor with reference to another actor inside the prefab (both the actors are part of the prefab). Could you confirm that this is either bug, not implemented, or even impossible within the UE4? Also if this can be implemented, I would appreciate if you would point me towards the part of source code where I can try to fix it myself. Thanks in advance.
    I too am very interested in this functionality! I can store and retrieve a soft-object reference, but creating a prefab instance results in logic referring to the original object in the scene.

    I see the primary focus of Prefabricator is for visual elements, but being able to retain hard object references to actors/scene components also in the prefab would be incredibly useful.

    Leave a comment:


  • replied
    Hi there, I'm experiencing that once I create a prefab, it is offset from its original creation position.
    Basically, how would I change the "origin" of the prefab itself, so I can ensure it is centered correctly? It seems to find the median point of all the objects attached, not the origin of one particular object.

    Leave a comment:


  • replied
    Hi, Ali,

    This is a very useful plugin. Could you please add a bug-reporting/feature request section to the documentation page? Here are a few bugs which I have encountered:

    1) Performing an undo on transforming a prefab crashes intermittently. It crashes more consistently when performing an undo of an alteration of a child component.
    2) Hiding the prefab actor, using the "h" hotkey, in the viewport does not hide the child components. The only way to hide the full group is to click on the eye-icon from within the world outliner (which is the least-common workflow for toggling actor visibility).
    3) Shift+selecting to add a new child actor should not require a double-click. All new actor adds/subtracts should be done with one click (right now, every click off of the selected child selected the root prefab--accept for de-select, which only requires one click, unpredictably).
    4) When multiple children are selected, the root prefab is also selected. This creates unexpected alterations as the entire group is affected. The current work around is to de-select the root object, before modifying the selected children, but this is one extra step and counter-intuitive.

    Please address these, soon. Thanks!

    -Jonathan
    Last edited by JonathanArmstrong; 10-09-2019, 05:28 PM. Reason: Added line 4.

    Leave a comment:


  • replied
    Hi Ali Akbar,
    First of all, thank you for creating this tool and providing it to the community for free.

    I was playing with it for several days now and I have one question. It seems that it is impossible to store an actor with reference to another actor inside the prefab (both the actors are part of the prefab). Could you confirm that this is either bug, not implemented, or even impossible within the UE4? Also if this can be implemented, I would appreciate if you would point me towards the part of source code where I can try to fix it myself. Thanks in advance.
    Last edited by Jan Byška; 08-15-2019, 06:00 PM.

    Leave a comment:


  • replied
    Prefabricator Construction System [WIP]

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  • replied
    Added support for volumes in prefabs

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  • replied
    JimPhoenix Thanks I'll have a look

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  • replied
    Originally posted by Ali Akbar View Post
    JimPhoenix The runtime randomization on standalone builds is fixed and will be available in the next update (1.2.0). I'll fix the undo crash issues in the future version (1.3.0+)
    Hey there Ali,

    I tested the Github version for about ~2 hours and there are some shortcomings, but it's working now in packaged builds with the new spanwed prefab randomizer, thanks a bunch! \ o /

    Btw, there is another crash causer which I found today; if you create a new BP Actor from the "Prefab Actor" parent class and try to change the "Prefab Asset Interface" it's always crash rock hardly (images attached to repro the steps by yourself if you wanted to).

    ---

    As you said earlyer, the undo crash issue is still there, but I will wait until the next patched version to test that out too.

    Any ETA on the 1.3.0 version?

    Attached Files

    Leave a comment:

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