I tried adding a weapon that I know is in the game’s files (as revealed by the third party software called FModel), by using its internal name (the name that starts with WID) to place it in an item spawner. This works to add it to the spawner, but when I then try to start a game session to actually try it in-game, it makes my level fail validation. The Fortnite game session won’t even start as long as that weapon is in the item spawner in my level. Why? Just because a weapon isn’t yet officially added in the Creative 1.0 Weapons tab, or the Creative 2.0 (UEFN) Weapons folder, doesn’t mean that I should be unable to test it in my level. As long as the weapon is available in the game’s files, I should be able to test it. I’ve always wanted to experiment with actually using prototype weapons and such stuff in Fortnite Creative mode (as well as add weapons that have already been in Battle Royale, but have yet to be added officially in Creative mode).
And isn’t that the point of UEFN? I thought the entire purpose of UEFN was to give the developer far more control over their level design than the normal Creative mode does. Obviously if a weapon hasn’t been tested for compatibility in Creative Mode by an Epic employee, it could have bugs, but I should still be allowed to test it in my level. It seems that UEFN isn’t living up to its entire purpose for existence (giving level developers extreme control over their level design), because it isn’t giving me nearly as much control over my level as I should have. It really seems that UEFN is just a more advanced looking interface with the same capabilities as the original Creative mode. The moment I try to do something in UEFN that can’t also be done in the original Creative mode, it won’t let me do it.