Can we use high-poly meshes now because of Nanite?

Are there poly limits to publish, or are we allowed to have a high-end game using high-poly nanite meshes? (Think the nanite meshes from UE5 quixel bridge).

I tested in my personal UEFN project, and it uploaded and plays fine when I start the game … but am I going to find out if I try to publish that its rejected because of those assets?

I’d love to make a map in fortnite that would really only work on machines that can use nanite … I’m just confused if Epic made nanite for their own Fortnite game, intending it to be used to the fullest … or if its just something that other games can use with UE5.

While you wait for a better answer here are some doc links that might provide some help:

Yeah, I saw those, which is where my question comes from. However … I also saw in a bunch of the epic videos that they were touting using nanite in fortnite to have high quality meshes with proper displacement instead of flat surfaces and no longer needing to worry about exceeding x vertices. So now I’m not sure where exactly this falls out for content creators … I successfully brought in high-poly models I created from a UE5 project (the textures just cap at 2k) and it runs fine when I play the game … uploads to the fortnite server and everything.

But what is the official line on using hi-poly meshes at this point? Does epic still want fortnite content to run on older devices + mobile, or are we allowed to create content for high-end PCs + next gen consoles?

I have to imagine UEFN will ultimately fail if they don’t want content to keep up with technology … but again, I’m getting mixed signals from various Epic sources.

Those requirement pages seem more like suggested guidelines. But then has a comment about mesh import failing? The part that gets me is the " Mesh Surface Integrity"which is clearly just a suggestion. And objects not having UVs breaking seems odd. I make objects without UVs all the time in Unreal, for background, and simple proxy assets. Odd.

Maybe it might just not pass an audit by Epic when submitting to the store perhaps? They might flag custom assets and do a quick check and fail the submission.