Cannot Load Session with Blueprint created from Existing Actor/Prop

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Summary

I am unable to launch session when referencing a blueprint prop that was created from an existing prop in the editor.

The steps I’m taking are similar to what is outlined in this article: Spawn devices dynamically using Verse! (And a bit of cursed tricks) | Community tutorial
However, I am doing this with just a regular prop, rather than a device.

When trying to launch session, I am met with a validation error stating I have an illegally referenced asset.

Steps to Reproduce

  1. Place TA Alphabet X prop on editor
  2. Press Create Blueprint from Actor button in details panel
  3. Select “Child Actor” and “Building Prop” from menu and press Select
  4. From my custom creative device, reference the new blueprint as my spawnable prop within an editable creative_prop_asset = DefaultCreativePropAsset
  5. Launch Session

Expected Result

Session should launch and code should use the blueprint to spawn it when called for.

Observed Result

Session fails to launch and I am met with the following validation errors:
/ExtremeTicTacToe/TA_Alphabet_X_Blueprint Illegal reference: /Game/Creative/Sets/PropSets/Primitives/Customization/Materials/MI_Primitive_WorldGrid_CarbonFiber .
[AssetLog] /ExtremeTicTacToe/TA_Alphabet_X_Blueprint : Illegally references asset /Game/Creative/Sets/PropSets/Primitives/Customization/Materials/MI_Primitive_WorldGrid_CarbonFiber. . (FortValidator_IllegalReferences)

Platform(s)

PC

Additional Notes

I am unsure why I am unable to create a blueprint from an existing prop to then reference in my verse code to spawn. I have tested this with a regular prop (no blueprint) and the game launches as expected and the code functions as expected.
I have tested this with various other props and all result in the same outcome of being unable to launch my game.