UnrealScript Game Programming Cookbook

(Chris Devlin) #1

Archetypes and Prefabs


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If you see a white box with a red P in the center, then you've successfully created
a prefab!

We've essentially created our first prefab. It's still a bit bland though, so we'll add more
to it in the next chapter.


When saving the prefab, it is important to center it within your viewport,
as that image will be saved in the content browser for when you have to
reference it later.

How it works...


A prefab is a combination of multiple actors in one unit. This allows us to easily
manipulate the properties and visuals of multiple objects on screen at once.


We can combine virtually any actors within UDK and create a prefab from them.
For simplicity's sake, we've only used static meshes in this example, but we'll soon
include more advanced components.


There's more...


Prefabs keep a record of whenever a property is altered when used in the editor, so you can
edit one prefab and not worry about how it will affect the rest of them. Alternatively, you can
carry the change you just made to one prefab and apply it to all of them across the scene as
well. This is both a time and labor saving process, so give it a try yourself.

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