I’m trying to create a solid surface using a Blueprint with a cube mesh (StaticMeshComponent), and I want players to be able to build on top of it (floors, ramps, etc.) in the traditional Fortnite style.
I’ve already aligned it perfectly with the grid.
Collision is set to BlockAll, with physics disabled.
The cube is touching the ground.
The game recognizes the cube as a physical surface (you can walk on it), but the building system doesn’t “snap” pieces onto it.
I also tried creating a GameFeatureData and activating features like Creative_BuildingCore, but my project doesn’t seem to list any available Game Features.
Is there any way to make Fortnite recognize a custom cube as a valid surface for building?
Or is it mandatory to use the “Custom Building Piece” device?
You suggested that using the “Building Static Geo” template would allow the creation of a floating cube that supports building on top — even when the mesh isn’t perfectly aligned with the structural grid. It was mentioned that this worked in version 34.30, which appears to be the same as mine: Version 5.6.0-41387772+++Fortnite+Release-34.30.
However, I’d like to point out that this class does not appear in my version of UEFN. I’ve searched for terms like “Geo,” “Static,” “Building,” and “Construction” when creating a new Blueprint, but the only relevant classes I find are:
BuildingProp
BuildingSMActor
BuildingFloor
and a few others like BuildingWall or BuildingRoof
Do you know if there’s an official support channel for UEFN? I’m starting to believe this might be a bug, because I’ve noticed that before forcing changes, the object allows building on top — but after applying changes or restarting the editor, that behavior is lost, even without modifying anything else.
Is there really no native solution for this in UEFN? Do I seriously have to resort to some kind of kludge to work around this issue? Because technically I could fill the scene with standard Fortnite structures and make them invisible and inaccessible during gameplay. However, this would surely hurt performance, as I’d have to populate the whole scenario with a sort of base mesh just to enable building placement.
Could you kindly share the minimum settings required to make this work properly? I’ve tried using the Building Prop, but I still haven’t been able to allow building on top of the cube. I imagine I might be missing some important detail in my setup.
Hmm, I’ll go check, I thought it would work straight out of the box…er cube
How well does it align to the build grid ?
Not on build grid it should attach internally where the build grid would be, unless the cube is smaller than 512x512x384
I could be wrong and a corner or side need to be within 32 units from the build grid to attach a build
Check the collision preset in the static mesh component is FortBuildingMeshPhysics
In the blueprint details.
Structural Support - register with Structural Grid - enable - I really can’t remember if this is used for build grid !!! but sounds like it should be
Attachment - If you need to have your cube off the build grid this section can change the location of its attachment points with the offset or radius
I don’t think the slot or type need to be changed unless you have specifically a wall, floor or roof piece…
Building Bounds - Dynamic Building Placement Type - Counts Towards Bounds - the other 2 options either destroy environment or player build
Building - Do Not Block Building, maybe enable this, if your cube surface is too far from the build grid, it would block an internal attachment
Building Type - I don’t remember this, its defaulted to prop.. if the register with structural grid does nothing, changing this to a different type might make it work better - The Pillar looks a good choice for a cube, a floors just a floor attachment point, but the pillar says it takes up the whole space
Sorry about my other post, will edit it, as I made an error.
Try FortStaticMeshActor. Locally I am able to create a standard box with collision and build on top of it. See if that works for your needs. Please note current testing make it seem like the FortStaticMeshActor is non-destructible.
I am going to test locally more as I am currently having issue with Building Blueprints not working with the Fortnite building system. Not sure if it is a bug or setting that I am not aware of yet. As I know more I will do my best to update the community.
I still haven’t been able to get it working. I’ll post the images below showing the steps I followed, so you can check if there’s anything wrong with the setup.
If anyone has a file with just a single cube that allows building on top and can share it for download, I’d really appreciate it. It would help me analyze and understand what I might be doing wrong.