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Use ( .t3d or clipboard ) for make prefab

Good morning, I have developed a tool under windows that allows the creation of prefab using unreal's clipboard, it works perfectly but I would like to know if you will implement this feature in the editor directly? I discovered that the.t3d files (which are obsolete) are of the same structure as the copy of the clipboard, so if it were possible to have this type of file in the content browser, it would be possible to make a very simple prefab System.

The use of blueprint conversion works only for static mesh, but for complex blueprints (or smarth plugin like my SIO module) it is impossible to use conversion, it is also impossible to convert them to component.

Idea for a new feature for Unreal engine, add the simple support of copying a group of objects (exactly like the clipboard) into a file available in the content browser under the name of prefab, with possibly the addition of an Editor tool sui would simply be a 3D visualization (like the viewport of the blueprint editor tools) with the detail tab like in the world editor . I think it would be easy to implement, it's like having a copy and then paste command that uses the internal retarget function.

UE4 Windows Script Tools ( Prefab ) : https://sites.google.com/view/cyberalien-dev/apps/ue4scripttool SIO blueprint : https://sites.google.com/view/cyberalien-dev/game-dev/unreal-engine-4/project/smart-interactive-object

Product Version: UE 4.20
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asked Oct 31 '18 at 05:13 PM in Using UE4

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CyberAlien
21 1 3

avatar image CyberAlien Nov 02 '18 at 08:56 PM

So I looked in the source code to create a plugin, I found a way to validate the clipboard. It's very strange, you have to select a component on an actor before making the copy, it creates a anything in it, then after the clipboard is validated and it's possible to make the paste. I may have found a track in the source code, the validation starts with check if it is components and not actors, I will try to redo a function for that, and maybe it will be possible to make the prefab system directly in the engine.

UUnrealEdEngine::edactPasteSelected(UWorld* InWorld, bool bDuplicate, bool bOffsetLocations, bool bWarnIfHidden, FString* SourceData)

 if (GetSelectedComponentCount() > 0)
     {
         AActor* SelectedActor = CastChecked<AActor>(*GetSelectedActorIterator());
 
         TArray<UActorComponent*> PastedComponents;
         FComponentEditorUtils::PasteComponents(PastedComponents, SelectedActor, SelectedActor->GetRootComponent());
 
         if (PastedComponents.Num() > 0)
         {
             // Make sure all the SCS trees have a chance to update
             FLevelEditorModule& LevelEditor = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
             LevelEditor.BroadcastComponentsEdited();
 
             // Select the new clones
             USelection* ComponentSelection = GetSelectedComponents();
             ComponentSelection->Modify(false);
             ComponentSelection->BeginBatchSelectOperation();
             ComponentSelection->DeselectAll();
 
             for (UActorComponent* PastedComp : PastedComponents)
             {
                 GEditor->SelectComponent(PastedComp, true, false);
             }
 
             ComponentSelection->EndBatchSelectOperation(true);
         }
     }
     else
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Just some clarification because I don't know if I'm fully understanding what you're saying, how is this different from creating a blueprint actor class and then adding any components to it that you need? I've done a little bit of work with Unity but it was a while ago, although I'm pretty sure I remember that a prefab is essentially just a group of gameobjects, which in UE4 are actors. Since Actors can have a ChildActor component, this feels like it is already taken care of.

Am I misunderstanding?

-Testy

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answered Nov 01 '18 at 04:26 AM

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TestyRabbit
356 7 6 13

avatar image CyberAlien Nov 01 '18 at 10:29 AM

Good morning, No it's not the same thing, childs actors can't work with smart Blueprint, for example their ref type turns into a child actor and not an actor, which can be a problem. I have done several tests, and the best thing is to use their copy and paste system to create prefabs.

For example, I have my SIO blueprint, a button and a light, the button targets the ligth and all this contains a lot of parameters, if I contain it in a blueprint it doesn't work anymore, but copying and pasting will create something correct for me (with even re-targeting), so I would like to save this.

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