Edit collision boxes of FN assests?

I’m scaling up Crackshot’s Cabin, like REALLY scaling it up. So big, that gaps between the bars of the balcony are big enough for players to go through. However, the collision isn’t carved out for those gaps. It’d be great if I can modify the collision of FN assets, or somehow duplicate/download them and importing them in?

just use a wall or something and make it invisible. put it where the balcony is to prevent players from getting through.

as far as i know you cant edit fortnite assets the way you want.

theoretically you could get into the game files, extract crackshots cabin, import it into blender, create a new .fbx file, reimport it, then create new hitboxes.

but the easiest method for you would be an invisible wall

Hi Shadow, Welcome to the Forums.

Thanks for the answer Taco, but the problem is that there is “too much” collision. (where the balcony is just one solid block instead of individual bars)

I tried selecting the static mesh component of the stairs and setting it to ‘No Collision’. Unfortunately, in-game the collision still exists.

Once we’re able to disable collision on FN meshes, it would be easy to re-build the desired collisions with blocking volumes and/or invisible meshes.

Have you try to edit the collision on the static mesh directly?
Remove or rebuild collision?


On the static mesh you could also try and look at changing the complexity settings on some static mesh to use complex as simple

Hi Flavien,

In the context of UEFN, it is not possible to Open/Edit/Duplicate any of the Fortnite assets.

Yes exactly. I want the individual bars. Any workarounds?

This might be more of a ‘U-Turn’ than a workaround: :construction:

If I were in your position, I’d use the built-in Modeling Tools to create my own railings.

Using the existing rails as a guide will help the process.

A tricky part might be getting that stylized ‘bend/curve’ in the wood, if working with basic shapes, you can use PolyGroupEdit mode to add an edge loop, and then shrink(scale)/move the edges. (Also try out the Lattice tool if you’re going for a higher-poly look)