That completely solved the issue for me, thank you!
Prefabs seems like they would be perfect for better handling blueprint functionality in the houses I’m building, my solution is very wonky so I look forward to replacing them with your Prefabs instead as soon as it’s released.
Hey @ - Got a question - Would it be possible to preorder/order this tool via gumroad or other site?
@HeadClot, yes, I can setup a page on itch. Will post here when it’s done.
Looking forward to this!
Would be nice to have a import option where, when you import a fbx with multiple meshes, it automatically imports as a prefab, like in unity
@: Does this spawn the actors inside the Prefab when starting up a level at runtime, or are they actually saved in the level on disk and instantiated on load? (Blueprint Child Actors are created at runtime during startup.)
Hi Luckasa, in Prefab Tool, a Prefab is container of actors, but not meshes. E.g. if you setup a house in level which contains all the furnitures/doors/windows/decorations meshes, you can store all those static mesh actors as one single Prefab to be resued in any levels.
All prefab actors are saved in the level just like normal actors. One of the design goal of Prefab Tool is that there will be no runtime overhead when using Prefab.
Hey there
It’s looking pretty interesting!
I have two questions:
- Can we store Foliage Actors in a Prefab?
- When do you plan to release it?
I’ll keep an eye on this thread, keep up the good work!
Hi @Yun-Kun, thanks!
Foliage Actor is not supported, currently there’re 3 explict non-supported actor class: Group Actor, BSP Brush and Landscape, since those actors have special logic embed in core unreal editor which is hard to support without touching engine code. Foliages mostly works on Langscape and BSP hences is not supported.
I plan to put Preab Tool on itch this weekend.
Prefab Tool is now available on itch.io
-
This support BSP content ? Triggers and collisions ?
-
The Blueprints into an Prefabs replicates properly over the net the physics etc ?
-
A Prefab with Blueprints that communicate between, can work with multiple isntaces of the same and working all in correct way ?
Hi @Hevedy, BSP brush is not supported, Trigger and Volume are supported. As Prefab is base on actor hierarchy (when you darg a prefab asset into level, it become parent of all stored children actors), BSP brushes can’t be attached to another actor.
Mmm that is bad then, the whole point of Dead Island 2 was support the triggers of the editor that actually based in BSP and BSP as collisions added in the editor, not the shapes.
Anyway good job.
@Hevedy, sorry that I did not state it more clearer, All Volumes (including Trigers Volume, Collision / Blocking Volumes) which base on brushes are supported. What I refer as BSP brushes are those “Geometry” brushes you found in the “Geometry” tab.
Looks Awesome - Is there any downside to buying from Itch?
Was gonna wait for Marketplace release… but worried it will take them a long time…
@OptimisticMonkey, some pros and cons I can think of: (The code plugin review process is slow right now, someone’s has gone through 3 months code review time and still waiting, my another plugin is in it’s 2nd month also still pending.)
Buying from UE marketplace:
Pro:
- Integrated with Launcer, plugin will be installed to engine automatically
- Precompiled binaries for all available platforms are built by Epic
Con:
- Slow update period, might took days or weeks for new update go live
**
Buying from itch.io:**
Pro:
- Always update to newest version at first time
Con:
- Have to install to engine manually by unzip to engine plugin folder
- Precompiled binaries for Windows and Android only, other platforms need to build from source (as I only have windows and android build environment right now)
[WIP] Adding experimental BSP Brush (Geometry brushes) support
Hello there
I bought your Plugin and I have encountered a behavior that I needed to report here.
I modified the name of a Blueprint Asset (an EnemyCharacter) and it created a Redirector asset.
This EnemyCharacter was used in several saved Prefabs.
I tried to right-click the redirector and fix it up (as I do each and everytime I encounter this behavior) but it wouldn’t fix itself (note that I’m working under version control with Tortoise SVN).
The outputlog reported yellow warning regarding assets that would be connected to the EnemyCharacter but wasn’t in use anymore and it just didn’t fix itself.
I could fix it after I removed each reference of that EnemyCharacter in every Prefabs referencing it.
If you have any lead on what might be causing this, I’d be glad to hear them
In the meantime, have a good day ladies and gentlemen.
EDIT: If you don’t know what a redirector is, it’s an hidden and gray assets which automatically pops when renaming / moving assets used in at least two different places in your project. You can reveal it by filtring “Miscellaneous / Redirectors” in the project hierarchy.
EDIT2: New question \o/
Is it possible to add all components of a prefab to a Blueprint? (I know that I can’t add it as an actor component - since it is not one)
The better way I found is to drop the Prefab on an empty scene and convert all of its components to a Blueprint class but that’s not convenient if you have to do it a lot of times.