Since the UEFN update 35.0 (or 35.10), custom NPCs created with a blueprint containing a SkeletalMesh and an automatically generated PhysicAsset no longer take damage, although they worked perfectly before.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
AI
Steps to Reproduce
-Create an NPC definition file in UEFN.
-Associate a custom blueprint containing a SkeletalMesh.
-Generate the PhysicAsset automatically using the “Generate Physic” button in the SkeletalMesh editor.
-Place the NPC on a map and start a test session.
-Shoot the NPC with a weapon.
Expected Result
The NPC should take damage and react accordingly to the hits, with collisions detected via the PhysicAsset.
Observed Result
The NPC does not take any damage or show any reaction to being shot.
Platform(s)
Windows
Video
Additional Notes
The issue appears to be a regression in damage or collision detection through SkeletalMesh.
The behavior is consistent across new projects tested with the same assets.
Update – Island Type Behavior & Impact of “General Physics” Feature
Tests were conducted across different island types:
On test islands and private islands, NPCs still do not register damage, confirming the issue.
On public islands, the PhysicAsset collisions work as expected, and NPCs take damage correctly.
This suggests that the recently introduced experimental feature “General Physics – Enhanced Interactivity” (added in v35.0 / 35.10) has affected how PhysicAssets are handled.
It is likely that this feature is currently enabled only on test and private islands, while public islands still use the previous physics system. This would explain why the PhysicAssets continue to function correctly in public environments.
Could you try creating a new project and see if you get the same behavior? If you do, could you make a video and send us your logs? We are currently unable to open your project.