Answer answer is pretty much yes.
Basically you make a list of random objects say book or potion and give them their chance of appearing
Then make a couple of these and put all those into a master prefab.
Then place it.
It will either generate then, creating the prefab of prefabs or you can use BP to make it generate at run time.
Issues you might have is setting it up and putting it in a different book shelf it could overflow out and stuff.
But it’s possible to even have the book shelves set up to be generated then call the appropriate prefab, which picks from some random groups…etc.
The shelves and the tables in the promo video pick up the right child prefabs (bottles, books etc) depending on the selected base mesh to decorate them without overflowing. I’ll have a sample soon
With the weighted ability it works amazingly well.
Setting up groups groups items that might drop together, and a “nothing” option.
Then collect those in a prefab(s) based on enemy/loot level and spawn away!
This tool is proving to have amazing uses! And is amazingly easy to use. I might love you.
Prefab collections can be created by right clicking existing prefabs and choosing “Create Prefab Collection” from the context menu. This saves up some manual work of adding prefabs to your collections asset by hand
Fixed a load issue bug with prefab collections in some cases by using soft object pointer instead of UObject* to reference the prefab assets. This doesn’t break existing prefab collections
[USER=“28980”]Ali Akbar[/USER] It’s a lovely plugin. I don’t know if anyone else has this, but it wont play with Mary Nate’s Prefab Tool. You can’t have both installed at the same time. Just wondering… :rolleyes:
[USER=“28980”]Ali Akbar[/USER]
Also, there’s something going on with making nested prefabs and then renaming / moving between folders in the content browser. The nested prefab loses it’s connection to it’s components.
I currently try to convert objects of a scene of mine to prefabs, but I have some really annoying problems.
The first one is that when I create a prefab from some actors in the scene, sub-objects of the hierarchy are not saved in the prefab.
(e.g, I had a window with handles parented to the window frames.)
And finally, when I save my scene and then reload, some prefabs are not loaded correctly any-more. Some prefabs are loading other prefabs. ???
For information, I use UE4 4.21.2
I hope these bugs will be fixed soon, because it really seem to be a wonderful tool.