With nested prefab support and powerful randomization features, Prefabricator opens up interesting options for building your levels. Along with extensive editor tooling, there’s also runtime support so you can use Blueprints to spawn prefabs in standalone builds
Combine similar prefabs into a prefab collection asset, e.g. decroative prop prefabs can be combined into one decorative prefab collection asset. Place this single asset all over the map and have Prefabricator select a prefab from the list. If you don’t like a certain selected prefab, click and randomize them individually.
This also works with nested prefab, letting your build very interesting randomization strategies. For e.g. you could create a set of larger LevelChunk prefabs of the same size. Then combine those into a LevelChunkCollection asset. Build your room layouts by dropping in these level chunk collection asset. This way you can randomize your entire room and make it look different everytime the player starts your game
How much of this will be accessible during run time?
I’m guessing they are pretty set once put in a level?
If I am wanting to put an “infinity” dungeon in a mobile project.
When exit a level it will create an empty level. And basically i’m using DnD style tile set sections that it will spawn during loading to create the next floor.
It would be nice If much of this could be set up to work on construct.So that the level would look different even if ended up with same layout.
@Cultusfit You can spawn your prefabs at runtime. You can also randomize them at runtime. If you build smaller level chunk prefabs and use them to build your rooms, you can randomize the room to make it look different, like in the gif above. You can then make this room another prefab and reuse it
Hello [USER=“28980”]Ali Akbar[/USER] wonderful work. I have all my level designer friends freaking out about this.
Some user on discord reported that converting a prefab to one single static mesh doesn’t merge the materials, I don’t know if this has something to do with the plugin but I thought it was worth pointing it out.
It should work with source builds as long as your engine modifications haven’t introduced any breaking changes ofcourse. Let me know if you face any issues. The current version is compiled against 4.21 stable build