Custom Building Prop does not occupy player wall build slot
I have a custom wall made as a Building Prop.
It needs to remain a creative_prop because I change material slot 1 at runtime with Verse SetMaterial().
Current behavior:
Player collision works
Players can build next to and above it
But players can still place a normal Fortnite wall in the exact same wall slot
Tested already:
Building Type = Wall
Attachment Slot/Type
Force Block Building
Use Centroid
Dynamic Building Placement
Structural Grid
BuildingSMActor
A hidden native Fortnite wall blocks the slot correctly, but I want to avoid using a second actor for every wall.
Is there a supported way for a custom Building Prop to occupy exactly one player wall cell while still remaining usable as a creative_prop for Verse SetMaterial()?
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
/
Expected Result
The custom Building Prop should occupy the same Fortnite wall build slot, so players cannot place another wall in the exact same cell. Building next to and above it should still be possible.
Observed Result
Players can still place a normal Fortnite wall directly inside the custom Building Prop, even though it is configured as a Wall and has working collision.
The prop must remain usable as a creative_prop because material slot 1 is changed at runtime with Verse SetMaterial(). A hidden native Fortnite wall blocks the slot correctly, but requires an additional actor for every custom wall.
I was able to work around the issue after further testing.
The cause appears to be related to the custom mesh setup rather than the Verse material change itself.
After rebuilding the wall asset with a different mesh setup, it now:
correctly blocks player builds in the same wall slot
still allows normal building around it
still supports runtime material changes with Verse SetMaterial()
I can continue development with this workaround for now.
I’m leaving the report open because the original custom mesh configuration still behaves differently, and it would be useful to know whether this is intended behavior or an issue with custom Building Props.
Quick update regarding the solution we thought we had found:
We have now figured out why it initially looked like the workaround was working.
It seems that a leftover state from a UEFN setting was still active. Even though the setting itself had already been disabled, its behavior was incorrectly still being applied. Because of that, it appeared as if the custom Building Prop was properly blocking the player building slot.
After placing and testing it again without that leftover state, the workaround no longer works.
So the original problem still remains: we need an object that can stay usable as a creative_prop for SetMaterial() while also preventing a player-built wall from being placed in the exact same wall slot.
Sorry for the confusion. If anyone knows a reliable or supported way to achieve this, we would really appreciate the help.