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Prefab Tool - Prefab Support for Unreal Engine

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  • replied
    How much will this cost and when can we expect it to hit the marketplace?

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  • replied
    Prefab as Actor Placeholders

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  • replied
    Prefab with Blueprints:

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  • replied
    Originally posted by CoquiGames View Post
    This looks really good! Can you clarify, what is the difference between creating a prefab from actors in the scene vs creating an actor blueprint with those elements and then dragging that BP to the level?
    Good question, let me first post a quote from the dead island article, which by the way convinced me that it's worthy to bring back prefab support to UE4:

    A house like the one described above uses art content like meshes, particle FX, animations and functional content like doors, loot containers, AI spawners, windows, breakable pieces, audio volumes and many more. The combination of these pieces is not something we could easily create with the Blueprint system. So we implemented the AssetGroup functionality. Any combination of objects that can be placed in a level can be combined into an AssetGroup, which then can be drag-and-dropped into a level. AssetGroups can be updated and the changes can be distributed automatically through all our levels. They are also mainly built and maintained by artists and designers. So we wanted to give them a tool they were already familiar with – the level editor.
    While Blueprint and Prefab can both be used to host child actors, there're couple differences:

    - Prefab is created from the level editor and edited in place in the same level editor
    - Prefab instances are just normal actors in the level, there's no class generated, no compilation needed
    - Prefab can host any type of actors supporting scene hierarchy (can be attached to other actor), and can be nested to form complex structure
    - Prefab is an editor-only tool, you can spawn blueprint instance in runtime, but can only spawn prefab instances in editor

    Basically the idea of Prefab is to be used as a level constructing helper. If you're already comfortable with using Blueprint to host child actors in your workflow, then probablly there's no need for a Prefab solution.

    Originally posted by thankstipscom View Post
    Is it less resource heavy somehow?
    No special resources needed, both Prefab Actors and it's Children Actors are just normal actors.
    When dragging a Prefab into level, a Prefab Actor will be created, then all actors saved in the prefab will be created as children of the Prefab Actor. The Prefab Actor is essentially an empty actor (with editor-only logic to manage children actors), and can be convert to normal actor later if you choose to. And you can also choose to delete the Prefab Actor after placement if you don't need the actor hierarchy.

    Originally posted by thankstipscom View Post
    Like can I build a makeshift gun out of 3 cubes and then join them as a prefab and then use that as a static mesh placeholder for example?
    You can make a prefab from the 3 cube actors, and then update the cube actors with final static mesh later.

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  • replied
    Originally posted by CoquiGames View Post
    Hi Nate!

    Can you clarify, what is the difference between creating a prefab from actors in the scene vs creating an actor blueprint with those elements and then dragging that BP to the level?
    Yes.. this please. Is it less resource heavy somehow?
    Like can I build a makeshift gun out of 3 cubes and then join them as a prefab and then use that as a static mesh placeholder for example?

    Leave a comment:


  • replied
    Really looking forward to this. Having bought two of your previous plugins I have no doubt this is going to be fantastic. Been missing prefabs from UDK for years.

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  • replied
    I am really looking forward to this

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  • replied
    Hi Nate!

    This looks really good! Can you clarify, what is the difference between creating a prefab from actors in the scene vs creating an actor blueprint with those elements and then dragging that BP to the level?

    Thanks for the awesome work!

    Leave a comment:


  • started a topic [RELEASED] Prefab Tool - Prefab Support for Unreal Engine

    Prefab Tool - Prefab Support for Unreal Engine

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    Prefab Tool is available on itch.io and Unreal Marketplace

    Hi, I've been working on a Prefab solution for Unreal Engine: Prefab Tool.

    Prefab Tool is inspired by the article: BUILDING THE OPEN WORLD FOR DEAD ISLAND 2 WITH UNREAL ENGINE 4, also the Prefab in UDK.

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    Feature List:
    • Create Prefab from collection of actors in the level
    • Nested Prefab to support complex scene hierarchy
    • Preview Prefab Thumbnail in Content Browser and Detail View
    • Drag and drop Prefab into the level to instantiate actors collection
    • Edit Prefab directly inside level editor
    • Apply changes of Prefab to all Prefab instances
    • Revert changes of Prefab instances
    • Convert Prefab instances to normal actors
    • Destroy Prefab Actor with option to destroy whole hierarchy
    • Swap Prefab Asset anytime
    Last edited by Nate; 08-14-2017, 12:12 PM. Reason: Release on unreal marketplace
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