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Prefabs And Prefab Instances In UEFN

Prefabs are stable objects that use a hierarchy of entities and components to hold the base information that all prefab instances share.

This makes it easier to edit prefabs as a whole, or in parts, as you continue building and designing your level. You can instance and override assets created in Scene Graph to create new game objects and prefabs.

Prefabs act like a stamp for game objects, so you can place the prefab in the scene as many times as you want. All instances you create are editable either as a group or individually.

For more information about the power and potential of prefabs, refer to the following documentation:

  • Scene Graph Sample Tutorial
  • Create a Platformer with Scene Graph

Saving Entities as Prefabs

Prefabs should be as tightly constructed as possible, your prefab design should not be overly complicated. Prefabs with numerous entities and components become data heavy and can cause issues for your project.

Only one component type can be used on an entity at a time. This means once you select a component type you cannot reuse that component type on the same entity. To use the same component you need to add another entity, then add the same component to the new entity.

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Last updated 2026-02-10T17:04:35.900950+00:00

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