Summary
If we want to have new versions of complex prefabs, we can’t do that because the old prefab is included in the new prefab. And when the old prefab is deleted, all its entities are also deleted from the new one.
Case:
At the moment Scene Graph is not interchangeable with actors, so we build most of the locations with actors. Let’s take for example a small abstract location where we combine actors and Scene Graph: Scene Graph acts as a search for interactive objects (notes, npcs, etc.). We compose the first version of the prefab of this location and then place it in the simulation. Next, we want to add or change the location of entities in the current prefab and save this new prefab. This is where the problem arises that we have a scene graph that includes a completely old prefab and we have to store it in the project all the time: if the versioning will be 20-30 versions (and it will be in gameplay), then we have to store 20-30 old versions for each such location.
This creates several problems:
- Iteration inconvenience: you have to constantly search among the files for the latest version.
- You need to constantly change references in the code to the current versions of the prefabs
- Currently, all entities in the project affect the speed of Verse Build and Full Push, which slows down the project by times. I was getting up to 240 seconds of verse push.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
World Building
Steps to Reproduce
Shown in the video.
- Create a prefab and a pair of entities.
- Position the prefab in the simulation and add an entity
- Create a new prefab from the prefab in the simulation, which should include the new entity
- Remove the old prefab from the project
Expected Result
Ability to completely recreate prefabs without including old prefabs. To avoid creating hell in the project.
Observed Result
The first prefab is removed completely from the new prefab and removes all entities of the first prefab.
Platform(s)
windows