Prefabricator - Open Source Prefab Plugin

Any linux support?

Not sure if this is a missing feature, bug or something I haaven’t figured out yet.
Can Prefabs with nested collections be linked with a Prefab Seed Linker?

I have a sample prefab that holds two Prefab Collections (each of those has 2 unique prefabs):

TableWithDeco (Prefab):

  • Table (Collection)
    – Table1 (Prefab)
    – Table2 (Prefab)
  • Deco (Collection)
    – Deco1 (Prefab)
    – Deco2 (Prefab)

If I place any of the two collections (Table or Deco) directly in the level, create copies in the scene, link those together, and then randomize, all works as expected, they will have always the same result.
However, if I place the TableWithDeco prefab multiple times (or make copies in the scene), link those through a Prefab Seed Linker, and randomize via the Prefab Randomizer actor, they will have different randomization outcomes.

Bug with Nested Prefabs: changing a static mesh component in a BP within a nested Prefab reverse to class defaults if that component doesn’t have the “DefaultSceneRoot” component (e.g. if the static mesh is made the new root or a “Scene” component is created to replace the DefaultRoot).

Steps to reproduce:

  1. Create an empty BP and add a StaticMeshComponent (set a default mesh, e.g. Cube)
  2. Move that StaticmeshComponent onto the DefaultRoot component to replace it (alternatively create a “Scene” component and make it the new root)
  3. Place that actor in the scene
  4. In Details->Components, select the StaticMeshComponent and change the mesh (e.g. to a Cone)
  5. Make a Prefab out of the Actor
  6. Drag that new Prefab into the scene (should still show as Cone) and make a Prefab out of it
  7. Drag that nested prefab into the scene and see it revert back to a Cube

Expected result: at step 7 mesh settings should not revert back to class defaults.
Note: if the Root component of the actor is not altered (left to “DefaultSceneRoot”) - everything works fine.

Hello everyone, is this still active? I seem to have some issues. I’m trying to spawn a prefab from a blueprint but nothing spawns. I’m in a construction script, running spawn prefab as the only thing in the BP. The World Context Object points to “self” of the BP, the Prefab is set, the Transform is the default node of “Make Transform” and Seed is 0. The construction script is executed but nothing happens, nothing appears in the game world. I can move the Actor object gizmo, the construction script gets called with every step, but nothing happens. What am I doing wrong?