I’ve added a randomize function which you should use to properly randomize your prefabs from now on. It does proper nested randomization at runtime
@JimPhoenix The runtime randomization on standalone builds is fixed and will be available in the next update (1.2.0). I’ll fix the undo crash issues in the future version (1.3.0+)
Glad to hear! I will test it after the 1.2.0 update is alive and definitely give some feedbacks for you with my results. : ]
Awesome thank you Ali!
I’ve published a new release on github. It will also show up on the marketplace in a few days
Download 1.2.0 from here: https://github.com/coderespawn/prefa…ases/tag/1.2.0
Version 1.2.0
- New: Prefabs now store soft refernces to assets and the references can be viewed from the reference viewer. This keeps the prefab from breaking when the assets are moved around
- New: Added Upgrade option in the Prefabricator Tool button’s Advanced submenu. This upgrades all the existing prefabs in the project to the latest version, adding soft references
- New: A new blueprint node to randomize a prefab actor in the scene (Global function node RandomizePrefab)
- New: Project settings to control automatic updates of prefabs in the level [Contribution from @iniside]
- New: Project settings to control default pivot location when new prefabs are created [Contribution from @iniside]
- New: Save an existing prefab in the level as a new asset [Contribution from @iniside]
- New: Unlink prefabs in the scene to turn them into normal actors
- Fix: Fixed prefab collection loading issues in non-editor builds which was causing randomization to not work
@n00854180t There’s an alternate way
UPrefabricatorBlueprintLibrary::SpawnPrefab
The latest version has another function for randomizing it
UPrefabricatorBlueprintLibrary::RandomizePrefab
This can also be called from blueprints
Hey there Ali,
I tested the Github version for about ~2 hours and there are some shortcomings, but it’s working now in packaged builds with the new spanwed prefab randomizer, thanks a bunch! ** o /
Btw, there is another crash causer which I found today; if you create a new BP Actor from the “Prefab Actor” parent class and try to change the “Prefab Asset Interface” it’s always crash rock hardly (images attached to repro the steps by yourself if you wanted to).
As you said earlyer, the undo crash issue is still there, but I will wait until the next patched version to test that out too.
Any ETA on the 1.3.0 version? :rolleyes:
@JimPhoenix Thanks I’ll have a look
Hi [USER=“28980”]Ali Akbar[/USER],
First of all, thank you for creating this tool and providing it to the community for free.
I was playing with it for several days now and I have one question. It seems that it is impossible to store an actor with reference to another actor inside the prefab (both the actors are part of the prefab). Could you confirm that this is either bug, not implemented, or even impossible within the UE4? Also if this can be implemented, I would appreciate if you would point me towards the part of source code where I can try to fix it myself. Thanks in advance.
Hi, Ali,
This is a very useful plugin. Could you please add a bug-reporting/feature request section to the documentation page? Here are a few bugs which I have encountered:
- Performing an undo on transforming a prefab crashes intermittently. It crashes more consistently when performing an undo of an alteration of a child component.
- Hiding the prefab actor, using the “h” hotkey, in the viewport does not hide the child components. The only way to hide the full group is to click on the eye-icon from within the world outliner (which is the least-common workflow for toggling actor visibility).
- Shift+selecting to add a new child actor should not require a double-click. All new actor adds/subtracts should be done with one click (right now, every click off of the selected child selected the root prefab–accept for de-select, which only requires one click, unpredictably).
- When multiple children are selected, the root prefab is also selected. This creates unexpected alterations as the entire group is affected. The current work around is to de-select the root object, before modifying the selected children, but this is one extra step and counter-intuitive.
Please address these, soon. Thanks!
-Jonathan
Hi there, I’m experiencing that once I create a prefab, it is offset from its original creation position.
Basically, how would I change the “origin” of the prefab itself, so I can ensure it is centered correctly? It seems to find the median point of all the objects attached, not the origin of one particular object.
I too am very interested in this functionality! I can store and retrieve a soft-object reference, but creating a prefab instance results in logic referring to the original object in the scene.
I see the primary focus of Prefabricator is for visual elements, but being able to retain hard object references to actors/scene components also in the prefab would be incredibly useful.
Apologies everyone for the delayed response
I’ll try to reproduce this and get back to you
- The undo issue has been fixed in the last update (1.2.2) If you still face it, please let me know
I’ll check 2-4 and get back to you
Please check this: prefabricator.io
I’ve submitted an update to the marketplace (1.2.3) that adds UE 4.24 support.
I’ve also created a Win64 build if you want to install manually and use it right away
Change Log
Version 1.2.3
- New: Added UE 4.24 support
4.24 support is live
I’ve submitted a new update to fix some performance issues with larger prefabs and their thumbnails
Version 1.3.0
- New: Added a project setting to disable custom thumb renderer as it was causing performance issues on larger prefabs. If it is disabled, another option will be preset to manually set the thumbnail, which would be captured from the level editor’s current viewport. (Edit > Project Settings > Prefabricator > Show Asset Thumbnails)
The update should be available in the launcher soon