How to Move a Scene Graph Prefab

How do I move a Scene Graph prefab in the Content Browser?

  1. I have a Prefabs folder.
  2. I make a folder inside of it named Test
  3. I move Prefabs/EB_Cube from Prefabs to Prefabs/Test
  4. I right-click Prefabs, select Update Redirector References
  5. I change my Verse code to reference Prefabs.Test.EB_Cube instead of Prefabs.EB_Cube
  6. In Content Browser, I Save All
  7. In UEFN Editor, I click Compile Verse

The whole project blows up.

This seems to be the source of the problem in Assets.verse:

@import_as("/PROJECT/Prefabs/EB_Cube.EB_Cube_C")
EB_Cube<scoped{/idlebotgames@fortnite.com/PROJECT}> := class<final><concrete>(entity){}
EB_Cube_asset<scoped{/idlebotgames@fortnite.com/PROJECT}>:(/Verse.org/SceneGraph:)entity_prefab = MakeAsset((/Verse.org/SceneGraph:)entity_prefab, "/PROJECT/Prefabs/EB_Cube.EB_Cube")

The references don’t seem to get updated in the Assets.verse file.

I restored my project, to the state it was in from before I decided to that, since it now seemed to be completely messed up and I could not find a way to fix it.

A. Is this normal?
B. Is there an alternate technique for organizing my Prefabs (renaming and putting in folders) now that I’m done testing and need to get them in order?

Thanks in advance for any thoughts on this!

Hi! from what I see what you are doing is correct but each folder creates a module in verse and by default they are private, to fix this you need to expose the module, the easiest way is creating a verse script and exposing them.
This is and example of creating the script at the parent folder that you want to expose the submodules.
image

This is one if you place it at the root of the project. Here you could have all the modules and submodules exposed in just 1 file.

Thanks, I already do that.

# public_assets.verse
using { /Verse.org/Assets }

Prefabs<public> := module
{
    Test<public> := module{}
}

But, it didn’t prevent the entire project from blowing up.

The only way I found I could “move” the items, was to make copies to a different folder (giving each of the prefabs a new unique name), then re-hook everything up to the new stuff … and after everything is verified working … only then delete the old prefabs.

That whole process is still very delicate though. Before doing that, I backed up my existing project and tried about a half a dozen times on a new restored project to use the “Move” command in Content Browser to move the prefabs to a new folder, and no matter what I did, every time the project became unusable. For one thing, it seemed to get majorly confused about having 2 entities with the same name. And did who knows what, because each time after that it was uncompilable.

I see what you mean, but at least to me after the changes, what it fails to compile is with a cache problem. So what I did was close the editor after the changes and reopen it to force a full recompile, and the errors cleared. Don’t know if it would help your case but you can try it if haven’t done it yet.