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If you have a collection, that contains a couple of prefabs, and this collection has been placed into a level, then the "Randomize" button on the instantiated collection will sometimes not randomize between all its prefabs. Rather, it seems that it will only randomize between the prefabs that are currently loaded.
Repro steps:
Start UE4
Create a blank project
Install Prefabricator
Create 3 prefabs (for example, one with a cube, one with a cylinder, and one with a sphere mesh)
Create a collection that contains all 3 prefabs
Place prefab 1 into the level
Place prefab 2 into the level
Shut down UE4
Start UE4
Open project
Place the collection into the level
Click "Randomize" repeatedly on the collection
Observe how the "Randomize" action will only switch between prefabs 1 & 2
Place prefab 3 into the level
Click "Randomize" repeatedly on the collection
Observe how the "Randomize" action will now switch between prefabs 1, 2 & 3
Remove prefab 3 from the level
Click "Randomize" repeatedly on the collection
Observe how the "Randomize" action will still switch between prefabs 1, 2 & 3
Save & exit UE4
Start UE4
Open project
Click "Randomize" repeatedly on the collection
Observe how the "Randomize" action will again only switch between prefabs 1 & 2
I haven't looked deeply into the code, but I suspect that the randomization mechanism will skip prefabs that are not currently loaded. The appropriate behavior is to force loading of the asset that is chosen by the randomization. (Or: first force loading of all assets referenced by the collection, then randomize between the assets that are loaded.)
The text was updated successfully, but these errors were encountered:
If you have a collection, that contains a couple of prefabs, and this collection has been placed into a level, then the "Randomize" button on the instantiated collection will sometimes not randomize between all its prefabs. Rather, it seems that it will only randomize between the prefabs that are currently loaded.
Repro steps:
I haven't looked deeply into the code, but I suspect that the randomization mechanism will skip prefabs that are not currently loaded. The appropriate behavior is to force loading of the asset that is chosen by the randomization. (Or: first force loading of all assets referenced by the collection, then randomize between the assets that are loaded.)
The text was updated successfully, but these errors were encountered: