Playset Prefabs - Losing object references!

Reference ID

55d5a3b5-4fae-e0b2-2496-479247df194c

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Summary

Playset prefabs not holding object references + event setups between devices.

In UEFN, when a level is marked as IsPlayset and devices within that level have event/message triggers assigned via User Settings - Functions, these assignments do not work when the resulting playset prop ( found in Content/Assets/Props/Other/myProp ) is placed in a level - the references seem to point to the original objects within the source level and not to the relative devices that are created when the playset prop instance is created in another level.

The same is also true of @editable properties of a verse device. When objects are assigned to these inside the playset, they appear as blank when the playset is drag and dropped into a level.

Have checked the Reference Viewer and it’s just not holding onto these object references. Other device properties like string values etc do persist as expected.

It’s a real pain as the playset functionality is really the only way to create something like ‘prefabs’ which would allow level designers to use pre-built assemblies of devices easily, much faster than having to build these setups for each and every instance of them in the level. For example say a ‘base’ prefab, that’s already setup with buttons and ui elements to allow players to level-up that base - a level designer can then just drag-drop this prefab and tweak values for each base that’s needed in the level.

Regards,
David ( MidnightCow ).

Steps to Reproduce

1 - Create new level, open the level in UEFN editor.
2 - In World Settings, enable Is Playset
3 - Under Playset Settings, ensure Category is set to Prefab ( the Device option appears to not work ).
4 - Under Playset Settings, give the playset a name.
5 - Drop in for example a HUD Message Device and a Volume Device.
6 - Set the HUD Messages Show target to the Volume device, and the target event to OnEnter.
7 - Save the level.
8 - Open a different level ( for example your main map level )
9 - Drop the new playset prefab into the level ( it should be generated in the MyProjectName/Prefabs/Other/ folder in Content Browser )

Expected Result

The newly placed objects should function as expected when tested in game - when the player enters the Volume the HUD Message should show.

Observed Result

Have a look at the child HUD Message device, you’ll see that the Show event does have the Volume target object reference, but when clicking the Select Device In Viewport button you’ll notice that it does not point to the Volume device in the newly placed object, but i think to the Volume object inside the original source playset level.

Platform(s)

windows

Additional Notes

Prefabs are a really important feature of game engines, as they allow assemblies of complex functionality to be re-used by designers. It seems UEFN has that but it’s not quite working, almost. I have heard that it may have worked in previous versions but is broken.

Hello, so you can try to set the Level file reference to the .uasset file ( the prefab ) and save that. You can find this by double-clicking the prefab .uasset file. This will ensure any custom textures, meshes are using the one in the Level. If you don’t do this, it will not load, it will only show original Fortnite assets. One other thing, I would not use the Other folder, instead copy the .uasset file from the _INT folder and place it somewhere on your content folders and use that. Using the “Content/Assets/Props/Other/myProp” is not reliable, avoid. Hope that makes sense and fixes your issue.

For more details on creating playsets go here:

Good luck!

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