How am I able to work with "Texture Data" in Fortnite Building props?

If anyone has any experience working with Texture Data in this way, or making their own custom building props that adhere to the building grid in Live Edit. For more information, here’s some of the issues I have encountered while trying to create some custom building props.

Objects with the parent classes BuildingFloor / BuildingWall / BuildingRoof etc. have “Texture Data” which governs their materials.

Currently, if you attempt to override the Material in the Texture Data you will receive an error UI - Does anyone know how to override the Texture Data with a custom material?

I can override the Texture Data (inconsistently for some of the walls/floors I tried) by Copying and Pasting Texture Data from primary / secondary options in other props using Texture Data.


Using the Texture Data to change the appearance of floors and walls is Incredibly useful in this way - it’ll save a ton of time when trying to match walls, floors, and other building props in useful shapes. Texture Data is the only way to change the material on these types of props and remain the same after copying / pasting in a Live Edit session.

Ideally there is a way to customize the texture data with my own materials and textures but I have not figured out how to do it with any permanency.
When using custom materials to override a building prop, while it is possible, it will revert back to the Texture Data after copying / pasting in a Live Edit session.

It will also give an error message that recommends using Texture Data but I have not been able to find any information on how to use this correctly -

Update:
Note that the approximate size for recreating a floor is:
Width: 512
Depth: 512
Height: 8

The size for recreating a wall is:
Width: 24
Depth: 512
Height: 384

Size for a diagonal wall is:
Width: 740
Depth: 24
Height: 384

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To create custom TextureData right click in the content browser, select “Miscellaneous → Data Asset” and in the popup select “BuildingTextureData”. This will let you use your own textures and possibly override the material (haven’t tried yet). If you figure out how to use the “Color Tinting” section, let me know…

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Hi yojj47, have you been able to figure out how to apply these Building Texture Data assets to your own BP Static Meshes? I’m facing the very same challenge, but have found the actual solution. Did you?

After building my new texture data asset, it can be dropped onto the Blueprint, but still does not show up in preview nor as properly textured mesh instance in a level. I keep seeing the default WorldGridMaterial. Am I missing some UV channel or Normals perhaps? Or is a specific Material Slot name mandatory? Any ideas?

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did you ever figure this out because I’m having the same issue?