I don’t think that’s possible with Blueprints. What do you need to do this for?
So back in UE3, you can drag prefabs into scene, right click and turn them into individual actors.
Just wondering if you can do equivalent in UE4? I’m having trouble finding it in docs and forums
It was just a workflow suggestion. I don’t mind not having it but it was useful with UE3.
A prefab of a group of objects / actors. I could drag them into scene, convert them to individual actors and delete certain elements with ease. It’s not a big deal but having this feature would be great for just actors though I understand it wouldn’t work well since blueprints include script nodes as well.
Hey Pointyman,
This is not currently possible in UE4. However, if you’re using a Composited Blueprint for your Actors, you can live edit Blueprint and see updates in main viewport, including deleting components. You may need to Compile Blueprint first and after any major updates (like adding, duplicating, or deleting components).
I will add a feature request to our database for ability to turn a component of a Blueprint into an individual Actor.
Hope that helps!
I was also looking for a simple way to achieve this too. It was a great way to add variety to similar prefabs in UDK3. I would like to request this again, is doubley helpful as scaling these groups non-uniformly ruins group layout. No worries if not though, eh
Maybe a work around is making this exclusive for actors? Loving what I’ve seen of blueprints so far still.
I’m curious if this feature has been added, I don’t see any info on it.
As mentioned before old prefab system was great as a placement device. This enabled artists to make large changes during a blockout stage with ability at some point to convert to instances.
link text
Suggested Workflow
While functionality listed in this document is still accurate from a technical standpoint, Epic’s level designers and artists use following internal workflow to avoid any issues when using prefabs:
Use Prefabs as a level placement device only.
This means that once a prefab is placed in a level, it should be immediately converted back to straightforward actors by right-clicking and choosing Convert PrefabInstance To Normal Actors.
Avoid certain advanced features, including propagating actor property changes to prefab instances already placed in level, and storing Kismet logic within prefab asset.
While these features do technically work, it is possible that their use my lead to various issues. As such, Epic’s internal staff now only uses prefabs as described above and strongly recommends this workflow.
World building using prefab system was most efficient way to fill a space.
Blueprints are great but lacking simplicity and flexibility of old prefab system needed for world building.
Looks like we now have a plug in that reintroduces this old feature