I looked at the plug-in more in-depth and came up with a couple more notes:
There’s nothing to prevent one from creating circular nested prefabs but hitting apply on such prefab will cause descent into madness and eventual out of memory crash.
With nested prefabs option turned off, there’s nothing to stop you from creating a prefab out of a prefab with poor results - nested prefabs with empty contents.
Creating a new prefab (Prefab_B) out of a prefab in the scene (Prefab_A) and immediately placing it will cause the contents of the original prefab (Prefab_A) in the scene to disappear.
“Replace Selected Actors With” action from right-click context menu on a placed prefab will replace the prefab actor but leave its contents attached to whatever you replace it with.
Occasionally “Replace Selected Actors With” will cause a crash at UObject::Rename() Line 198 - “Renaming an object on top of an existing object is not allowed” but I haven’t found a consistent reproducible case.
A nice positive - comparing InitViews/Draw performance with 4k prefabs w/ cube static mesh actor vs 4k blueprint w/ cube static mesh component the prefabs performed almost 2x better (2.5ms vs 4ms in my environment).
A couple wishes from our team:
A setting so that when we select a member of a prefab it automatically selects the parent - similar to how groups work.
A setting for the default state of “connected” so that we could have placed prefabs disconnected by default when placed.
I hope any of this feedback is useful to you, let me know if you’d like me to provide example gifs/scenes etc. And thank you, this tool has been a tremendous improvement to our workflow.