# Instantiate prefab in editor script

I'm working on a script to battle against nested prefabs. The script finds and replaces certain prefabs with a new version of that prefab. Now finding the prefabs is easy:

prefabList.AddRange(GameObject.FindObjectsOfType(typeof(GameObject)).Where(x => x.name == "PrefabName"));


But how can you instantiate a prefab in an editor script when the prefab is not in a resources folder? From what I read the PrefabUtility.InstantiatePrefab is used to do that, but I need a reference to the object which is instantiated.