# Custom Prefabs

**URL:** <https://forums.unrealengine.com/t/custom-prefabs/1685161>\
**Category:** Asset Creation\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, question, fortnite\
**Created:** [February 13, 2024, 1:51am UTC](https://forums.unrealengine.com/t/custom-prefabs/1685161 "2024-02-13T01:51:24Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![BradHB3D](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bradhb3d/32/937404_2.png) [@BradHB3D](https://forums.unrealengine.com/u/BradHB3D)\
**Post date:** [February 13, 2024, 1:51am UTC](https://forums.unrealengine.com/t/custom-prefabs/1685161/1 "2024-02-13T01:51:24Z")

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I’ve been looking for ways to create custom prefabs. There are obvious bad workarounds, and then there is a level setting for “isPrefab”, but I suspect it may be tied to a private build step based on the file yields?

Are custom prefabs really not supported by the public UEFN interface?

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**Author:** ![Astrotronic](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/astrotronic/32/1194566_2.png) [@Astrotronic](https://forums.unrealengine.com/u/Astrotronic)\
**Post date:** [February 13, 2024, 5:16pm UTC](https://forums.unrealengine.com/t/custom-prefabs/1685161/2 "2024-02-13T17:16:38Z")

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Hi Brad,

I’m not aware of any way to create an editor-wide prefab / playset .

The feature to create them also looks to be completely undocumented.

I followed the steps in [this post](https://forums.unrealengine.com/t/how-to-create-new-prefabs-using-fortnite-props/1254170/4) and got a good result.

Since it’s basically a level, you can easily migrate it between projects.

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<div class="post-metadata">

**Author:** ![BradHB3D](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bradhb3d/32/937404_2.png) [@BradHB3D](https://forums.unrealengine.com/u/BradHB3D)\
**Post date:** [February 14, 2024, 1:54am UTC](https://forums.unrealengine.com/t/custom-prefabs/1685161/3 "2024-02-14T01:54:40Z")

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Aha, yea thank you for that link. I had actually already tried it, but it wasn’t working for me. I went back over the steps and realized I never set the creative tags. Once I assigned a tag and saved, the PID was then able to be dragged into my main level. Thanks!

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**Author:** ![system](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/1/3/713c9d3f58553f0de89543d76a8a3a2779dc9fa4.png) [@system](https://forums.unrealengine.com/u/system)\
**Post date:** [March 15, 2024, 1:55am UTC](https://forums.unrealengine.com/t/custom-prefabs/1685161/4 "2024-03-15T01:55:27Z")

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