coderespawn / prefabricator-ue4

Prefabricator - Prefab plugin for Unreal Engine 4 https://prefabricator.dev
MIT License
317 stars 76 forks source link

Actors randomly renamed to StaticMeshActorXXX and similarly #30

Open Dugy opened 4 years ago

Dugy commented 4 years ago

Mesh names can be very useful when trying to select groups of meshes within many prefabs in a level. All one needs to do is to write a substring of the mesh name and only the right ones are listed.

However, Prefabricator doesn't seem to always do it right. Prefabricator seems to correctly save the names of actors inside it when created or updated. However, it tends to break when creating randomised copies of the prefabs.

I have created a prefab containing some prefab collections (of the same type), each of them with 4 variations. Usually, the actor names appeared as they were saved. Then I created many other instances of that prefab, or reloaded old versions, and the actor names were not correct. The names were typically something like StaticMeshActor2141 when the number was automatically generated. Re-randomising the prefabs could randomly fix it or break existing correctly names actors. After several repetitions, it got so bad that the names were almost never correct.

Steps to repeat it reliably:

  1. Create a prefab that also contains a prefab collection
  2. Create several instances of the prefab (the problem seems to be getting worse after the content is generated many times), randomisation alone sometimes works too
  3. Some of the actors in the prefab will have generated names instead of the names in the original objects, such as StaticMeshActor4214

This effectively prevents using the actor names for anything meaningful without manual correction afterwards.

I am using commit 5c08a0c with UE4.24.

perrauo commented 11 months ago

I have the same issue, does anyone know anything about this? This does not randomly occur, it happens systematically every time you create a prefab and drag and drop into the scene.

perrauo commented 11 months ago

I have found that reloading the scene sometimes fixes this issue temporarily.