PrefabKit
Turn any selection of level actors into a reusable, nestable prefab asset, randomize prefab variations from a seed, and let players build with prefabs at runtime.
Highlights
All 12 features βPrefabKit adds prefabs to the Unreal Editor. Select actors, click Create Prefab, and the selection becomes a prefab asset with a thumbnail. Drop the asset into any level as often as you like, nest prefabs inside other prefabs, edit one instance and save it back to the asset - every other instance in the level picks up the change.
Prefab collections hold weighted lists of prefabs. A prefab actor that points at a collection picks one entry from its seed, so a single placed actor can become a different building, prop cluster or room every time you press Randomize. A Randomizer actor re-rolls the whole level (or a chosen list of prefabs) in the editor or at runtime, spread over several frames, and Seed Linker actors keep groups of prefabs on the same roll.
At runtime, Blueprint nodes spawn, randomize, re-assign and unlink prefabs. The optional construction system turns a Player Controller into a builder: a ghost cursor with snap points for floors, walls and objects, build and remove tools, a ready-made build menu widget, and save/load of player-built levels to a save slot.
PrefabKit is part of the Alpha XP utilities collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.
Key features
- Create Prefab from the current selection (toolbar button or viewport right-click menu)
- Prefab assets with automatic thumbnails, placeable by drag and drop
- Nested prefabs: prefabs can contain other prefabs
- Save Prefab to Asset updates every other instance in the level (can be switched off)
- Prefab collections: weighted random variations chosen from a per-actor seed
- Randomizer actor that re-rolls all or selected prefabs, spread over frames, with a
- Seed Linker actors that keep several prefabs on the same variation
- Blueprint nodes: Spawn Prefab, Randomize Prefab, Set Prefab Asset, Unlink Prefab, Find
- Event Listener class per prefab asset that runs after a prefab and its children are
- Runtime construction system: ghost cursor, floor/wall/object snap points, build and
- Ready-made build menu widget and data asset for categories of placeable prefabs
- Save and load player-built levels to a save slot, including the player's position
Blueprint & C++ API
The API is organised into these entry points:
| Class | Type | Nodes | Use it for |
|---|---|---|---|
| PrefabKitConstructionComponent | Actor component | 9 | Drop onto an actor and bind events locally. |
| PrefabKitBlueprintLibrary | Function library | 6 | Static nodes β callable from anywhere, no object needed. |
| PrefabKitActor | Actor | 5 | Place in a level or spawn at runtime. |
| PrefabKitConstructionSaveSystem | Function library | 3 | Static nodes β callable from anywhere, no object needed. |
| PrefabKitConstructionBuildTool | Prefab Kit Construction Tool | 1 | |
| PrefabKitRandomizer | Actor | 1 | Place in a level or spawn at runtime. |
Callable runs when executed Β· Pure no exec pin, returns a value
Construction 13
| Node | Type | Available on |
|---|---|---|
| Toggle Construction System | Callable | Component |
| Enable Construction System(In Tool Type: Prefab Kit Construction Tool Type) | Callable | Component |
| Disable Construction System | Callable | Component |
| Show Build Menu | Callable | Component |
| Hide Build Menu | Callable | Component |
| Set Active Tool(In Tool Type: Prefab Kit Construction Tool Type) | Callable | Component |
| Get Active Tool Type() β Prefab Kit Construction Tool Type | Pure | Component |
| Get Active Tool() β Prefab Kit Construction Tool | Pure | Component |
| Get Tool(In Tool Type: Prefab Kit Construction Tool Type) β Prefab Kit Construction Tool | Pure | Component |
| Set Active Prefab(In Active Prefab Asset: Prefab Kit Asset Interface) | Callable | Prefab Kit Construction Tool |
| Save Construction System Level(Save Slot Name: String, User Index: Integer, Save Player State: Boolean) | Callable | Static |
| Load Construction System Level(Level Name: Name, Absolute: Boolean, Save Slot Name: String, User Index: Integer) | Callable | Static |
| Handle Construction System Level Load | Callable | Static |
PrefabKit 12
| Node | Type | Available on |
|---|---|---|
| Load Prefab | Callable | Actor |
| Save Prefab | Callable | Actor |
| Is Prefab Outdated() β Boolean | Pure | Actor |
| Get Prefab Asset() β Prefab Kit Asset | Pure | Actor |
| Randomize Seed(In Random: Random Stream, Recursive: Boolean) | Callable | Actor |
| Randomize(In Seed: Integer) | Callable | Actor |
| Spawn Prefab(Prefab: Prefab Kit Asset Interface, Transform: Transform, Seed: Integer) β Prefab Kit Actor | Callable | Static |
| Randomize Prefab(Prefab Actor: Prefab Kit Actor, In Random: Random Stream) | Callable | Static |
| Unlink Prefab(Prefab Actor: Prefab Kit Actor) | Callable | Static |
| Get All Attached Actors(Prefab: Actor) β Attached Actors | Callable | Static |
| Set Prefab Asset(Prefab Actor: Prefab Kit Actor, Prefab: Prefab Kit Asset Interface, Reload Prefab: Boolean) | Callable | Static |
| Find Top Most Prefab Actor(In Actor: Actor) β Prefab Kit Actor | Callable | Static |
Events & delegates
Bind these in Blueprint (drag off the object β Bind Event) or with AddDynamic in C++.
| Event | Parameters |
|---|---|
| On Randomization Complete | β |
Options & enums
| Enum | Values |
|---|---|
| Construction Tool Type | Build Tool Remove Tool |
| Construction Snap Type | Floor Wall Object |
| Pivot Position | Extreme Left Extreme Right Center |
Compatibility
One ready-made build per engine version is included in the download β copy the one that matches your project.
| Platform | Supported in |
|---|---|
| Windows | Editor & packaged |
| Module | Type | Loading phase |
|---|---|---|
| PrefabKitRuntime | Runtime | PreDefault |
| PrefabKitEditor | Editor | Default |
| PrefabKitEditorPostInit | Editor | PostEngineInit |
| PrefabKitConstructionRuntime | Runtime | PreDefault |
| PrefabKitConstructionEditor | Editor | Default |
Technical details
| Code modules | PrefabKitRuntime (Runtime), PrefabKitEditor (Editor), PrefabKitEditorPostInit (Editor), PrefabKitConstructionRuntime (Runtime), PrefabKitConstructionEditor (Editor) |
|---|---|
| Blueprints | 5 Β· C++ classes: 29 |
| Network replicated | No |
| Development platforms | Windows: Yes, Mac: Not verified |
| Target build platforms | Win64 |
| Third-party software | No |
| Engine versions | Unreal Engine 4.27 Β· 5.8 β a build for each is included |
| C++ classes | 30 + 10 structs |
| Blueprint nodes | 25 |
| Events | 1 |
| Documentation | Documentation.html (in the download) |
| Download | PrefabKit.zip Β· 550 KB |
| Version | v1.0.0 |
What's in the download
| File | What it is |
|---|---|
| PrefabKit 4.27.zip | Plugin build for Unreal Engine 4.27 |
| PrefabKit 5.8.zip | Plugin build for Unreal Engine 5.8 |
| Documentation.html | Documentation (open in a browser) |
Quick start
- Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
- Copy the PrefabKit folder into your project's Plugins/ folder (create it if needed).
- Open the project, enable PrefabKit under Edit βΊ Plugins and restart the editor.
- Right-click in any Blueprint graph and search Construction β or include the public headers from C++.
- Package for your target platform (Windows).
Good to know
Built and verified warning-free for Unreal Engine 4.27 and 5.8. Creating and editing prefabs is an editor workflow; packaged games can spawn, randomize and unlink existing prefab assets and use the construction system. The construction system uses legacy input action/axis mappings (names listed in the documentation) and a collision channel named PrefabSnapChannel. The runtime modules have no platform restriction, but only Win64 is built and verified by Alpha XP. Developed and maintained by Alpha XP.
Everything included
- Create Prefab from the current selection (toolbar button or viewport right-click menu)
- Prefab assets with automatic thumbnails, placeable by drag and drop
- Nested prefabs: prefabs can contain other prefabs
- Save Prefab to Asset updates every other instance in the level (can be switched off)
- Prefab collections: weighted random variations chosen from a per-actor seed
- Randomizer actor that re-rolls all or selected prefabs, spread over frames, with aβ¦
- Seed Linker actors that keep several prefabs on the same variation
- Blueprint nodes: Spawn Prefab, Randomize Prefab, Set Prefab Asset, Unlink Prefab, Findβ¦
- Event Listener class per prefab asset that runs after a prefab and its children areβ¦
- Runtime construction system: ghost cursor, floor/wall/object snap points, build andβ¦
- Ready-made build menu widget and data asset for categories of placeable prefabs
- Save and load player-built levels to a save slot, including the player's position
Platforms
Requirements
- Unreal Engine 4.27 and 5.8
- Develop on Windows (Win64)
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key β 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0Latest
- Unreal Engine 4.27 and 5.8
- Blueprint and C++ API, HTML documentation
Be the first to review PrefabKit β reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
How do I get the files after paying?
Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.
Which licence do I need?
Personal β One non-commercial project. Commercial β Ship paid products. Extended β Resell & white-label. The Licences tab compares them side by side.
On how many devices can I activate it?
1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes β paid licences can be refunded within 14 days, straight from your order page.
Is the download safe?
The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β In the download, so you can verify the file you receive.
Do I need an account?
No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.
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