Prefabricator - Open Source Prefab Plugin

Well if anyone reads my above post they, like me, will be sad to know:

the water volume stuff “works” but for some reason the physics volume and post process although are part of it, and listed in the prefab, with settings you can change.

The dont seem to actually BE there?

That could be the same bug I was having - some things seem to not be rendered in the world until you create another version of them.

Could you try something please? Create a new post-process volume, then place a new copy of your prefab. Does the post-process volume appear now?

I think there’s something about cacheing and loading of objects that are inside prefabs that’s not working. Unless you created a non-prefab version of an entity during that editing-session (i.e. since loading and not closing that project) it doesn’t seem to appear in the prefab.

Thanks for the response and attempt at trouble shooting!
I had presumed it was just an issue with these two types of actors and how they do tend to act unique with behavior and settings

Including a screenshot for you.
The prefab forms and brings the actors into the list but aren’t visible. The two cubes floating there are the post process and physics i tried to bring in to cause them to load.

Also tried duplicating, show/hide. Nothing seemed to make them pop up.

This is an amazing tool but one thing that concerns me is the way it references other assets. I cannot replace references on a prefab which would be very neat. Is there a way to do that ?

Thanks

If/when my dream project comes through, I’m sending you a truckload of money.
Thx a million times!

[USER=“28980”]Ali Akbar[/USER] - How can I spawn a PrefCollection from C++ (in editor)? The SpawnPrefab helper function works for regular PrefabActors but not PrefabCollections. This is for a tool in the editor, so in this case I’m using it during edit-time rather than runtime.

Thanks!

Hi [USER=“28980”]Ali Akbar[/USER] - can this plugin be used together with the Snap Map Builder?
I have this scenario: I create a level with prefabs for walls, exits and Snap Map Connection infos.
When the dungeon builder creates the level - I get the same level every time.
I would like to randomize the level - THEN have the dungeon builder try to place it. Is this possible? That would be amazing! Creating dungeons would be a breeze.

Anyone else getting crashes if you hide a prefab then try to switch levels? It crashes like 50% of the time with:
Assertion failed: [File:D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp] [Line: 1971] /Game/Maps/testmap.testmap still around while trying to load new map (Object is not currently rooted)

Hi Ali. I just installed this plugin. I created a prefab and i realised that my system crashes very frequently when i use undo couple of times. It crashed like 4 times in 10 minutes. My project was going perfectly fine before that. I am not a programmer ( Just an artist) so i am pasting the error message i get after the crash.

LoginId:0db98a614d4d94fb06c5d7b49aa258cb
EpicAccountId:d0365bb1107348feb8a25d52a9682a39

Assertion failed: !EditReregisterContexts.Find(this) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp] [Line: 566]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_MainFrame
UE4Editor_MainFrame
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_MainFrame
UE4Editor_MainFrame
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

Currently, in 4.22.3 it’s very unstable, crashes a LOT randomly (and after with a couple of CTRL+Z always). Additionally the already created prefab of prefabs will be empty after you restart the editor and the collections or nested prefabs aren’t spawning (with “Spawn Prefab” function) in packeged builds or in Standalone Game at all because of something (they are only works in editor).

The Randomize function don’t do anything in packeged builds too if you place some randomize-able prefab to a scene, so sadly, in it’s current state it’s unusable… : (

@JimPhoenix [USER=“2168030”]Zaheer Mukhtar[/USER] I’ll resolve the undo errors in the coming builds. I’ll also have a look at the randomization issue on the packaged builds tomorrow and get back to you

@dkoding That is possible, I’ve tested it a while ago. I’ll post a sample soon

I fixed the asset reference issue. Prefabs now properly hold soft references to the assets that make up the prefab. So you can now move your assets and the prefabs will still work

@MeMass

Hey @n00854180t

  • Spawn APrefabActor actor
  • Assign your prefab asset to the actor MyPrefabActor->PrefabComponent->PrefabAssetInterface = PrefabAsset; (could be a collection or a prefab asset)
  • MyPrefabActor->LoadPrefab()

@GreasyExcretion I’ll have a look

A beer would do if we meet :slight_smile: Good luck with your project

I’ve fixed this issue and will be available in the next update in a few days

@CopperStoneSea Apologies for the delayed response and thanks for the steps. I’ll have a look and get back to you

Thank you in advance Ali!

I’ve added an upgrade option in the prefab menu’s advanced sub menu to upgrade all your existing prefab assets. This will fix the reference issue (provided the previous ones are not already broken due to asset reference issues). After the upgrade, the references will properly hold when you move the assets around