Blueprint prefabs

Because I didn’t run into this use case before now, so I never had reason to try it in a previous version.
Keeping tons of different particles/meshes/whatever in folders and dragging into level has always worked, and was enough for me for a long time. But now I’m building scenery with behavior.

It would still be nice with prefabs without having to subclass, though.

Anyway, John, Thank you! This works, for now, although it would be much nicer if the defaults could be edited in the Details pane while selecting the class in the browser, rather than having to open it in the editor and clicking “Class Defaults” to be able to edit them.
So this turns into a “improve usability” feature request. At least I’m glad this wasn’t actually a big hole in the editor :slight_smile: