rdInst Tutorial 4.4 – Editing Instances from the Level Editor


In rdInst version 1.52 (and rdBPtools version 1.46) the Instance editing has been completely re-written. The Mouse Clicks are captured low down in the editor, so the editing features (such as mouse navigation/rotation) have to all be catered to in these routines. Please let me know if something is not behaving as it should.

Known issues:

  • When in instance edit mode, trying to click-drag the camera does not work when the mouse is over an rdInstance.
  • Right-Clicking off a menu to open another menu is not selecting the correct prefab first (ends up on rdInstSettings).

These edits are saved locally to the Actor Instance being edited – with the option to either save to the main Prefab Asset, or to save as a new Prefab Asset. (Note that compiling the Prefab will loose edits to Components if you don’t save them to an Asset).

When editing the instances, just click on them and move/rotate/scale with the widget. Right-Click to open the Instance menu, from where you have editing options in the rdInst submenu. You can edit multiple instances at a time.

Duplicate adds copies of the selected instances to the prefab.

Delete removes the selected instances from the prefab.

Change Changes the selected instances in the prefab – if you have multiple selected, it takes the settings from the first selected, and applies to all.


Once you’ve finished editing, right-click and select one of the Exit options:

Save and Exit EditMode saves the changes in the level instance you’re editing and returns to actor mode.

Revert from Editing restores the prefab from the Asset, loosing any edits you’ve made.

Save Edits in Asset saves your edits in the actual Prefab Asset, any new instances of it will take on the new edits.

Save Edits as new Asset prompts for a new name and saves the Prefab Asset as that.