rdInst Tutorial 4.2 – Working with Prefabs
Last Edited: 15th November 2025
Tutorial created using rdInst version 1.52
rdInst version 1.52 adds some functions to help with working with objects in prefabs including animation effects.
The first is an “ID” for each object in the prefab – these can be set from the “Randomization Settings” window, or by simply adding a tag to a level actor with “rdID=” and a string ID.
These IDs can be used to find your objects in the prefab. You can call multiple objects the same ID, all will be referenced when using the new functions.
There was already a name stored with each object – the original name of the actor in the level, you can reference your prefab objects with this too.
The following new functions have been added (all in the “By Name” category):

// Get Object Lists from Name
void rdGetObjectListsFromName(const FString& name,TArray<FrdEntityItem>& entities);
// Sets the Object/s in the Prefab Visibility
void rdSetObjectVisibilityByName(const FString& name,bool bVisible);
// Sets the Object/s in the Prefab Transform
void rdSetObjectTransformByName(const FString& name,const FTransform& transform);
// Sets the Object/s in the Prefab Mesh
void rdSetObjectMeshByName(const FString& name,const FName sid);
// Sets the Object/s in the Prefab Mesh Materials
void rdSetObjectMaterialsByName(const FString& name,const TArray<UMaterialInterface*>& materials);
// Sets the Object/s in the Prefab Custom Data
void rdSetObjectCustomDataByName(const FString& name,int32 offset,const TArray<float>& data);
// Animates the Object/s in the Prefab Transform
void rdAnimateObjectTransformByName(const FString& name,const FTransform& transform,TSoftClassPtr<UrdBaseCurveDataAsset> curve,float duration,bool bPingPong,bool loop);
// Animates the Object/s in the Prefab Custom Data
void rdAnimateObjectCustomDataByName(const FString& name,int32 offset,const TArray<float>& data,TSoftClassPtr<UrdBaseCurveDataAsset> curve,float duration,bool bPingPong,bool loop);
// Stop Animating Object/s
void rdStopObjectAnimationByName(const FString& name);
The “Name” can be a collection of Names/IDs, delimited by commas (,). If the Name starts with a colon (:) it references the objects Name, otherwise it references the ID. You can also add an “*” at the end of the name/id to wild-card the search.