Illegal Property Override Warnings - Request Thread

Illegal property override warnings are a side effect of a hidden property validation fix from v40.00.

Report any that affect properties you need in this thread, and we’ll consider exposing them in UEFN.

They’ll be treated as errors in a future release.

I am seeing Illegal Property Value errors when referencing cosmetic icons.

Weapon icons in the /Game/ path currently pass validation: /Script/Engine.Texture2D'/Game/UI/Foundation/Textures/Icons/Weapons/Items/T-Icon-Weapons-AssaultRifleMark2Base-L.T-Icon-Weapons-AssaultRifleMark2Base-L'

However, character icons in the /BRCosmetics/ path are being flagged as illegal references: /Script/Engine.Texture2D'/BRCosmetics/UI/Foundation/Textures/Icons/Heroes/Athena/Soldier/T-Soldier-HID-A-448-Athena-Commando-M-PennantSeasOne-C-L.T-Soldier-HID-A-448-Athena-Commando-M-PennantSeasOne-C-L'

Please consider exposing or whitelisting these /BRCosmetics/ paths for use in custom Verse UI and Canvas slots so they do not become hard errors in future releases.

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Pixel Programmable distance on foliage is currently considered an illegal property override if set above 0.0, despite being exposed in editor. This greatly limits the amount of optimization one can do for custom foliage. This is especially important when creating higher fidelity experiences or more open world maps like rpg’s or larger BR’s. This simple fix could save a lot of frame rate optimization.

Additionally I understand this feature isn’t supported for lower end platforms however a simple scalability switch could be included to counteract that.

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All my ItemPlacer (+200) on my map

example:

Item Placer144 (/BR_EVOLUTION/FNBS.FNBS:PersistentLevel.BP_ItemContainer_C_UAID_D843AE9F8DE00CA302_1901809040) Riferimento non consentito: /BRCosmetics/Weapons/WeaponSkins/Wraps/Materials/MI_WeaponWrap_RushedMummy . (AssetValidator_AssetReferenceRestrictions)

upvote

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@Flak I’m not sure it’s already tracked or not.

  • When someone creates a read-only MSS asset (meta sound source) from the provided presets (looped or one shot), they now yield an illegal property warning about the mono / stereo channels.
  • There’s nothing any creator can do here, because those assets are fully read-only and configured by the engine/Epic.
  • If this becomes a hard validation error, it will break every map that uses scene graph sound_component as such an MSS asset is reflected as SG verse component class :red_exclamation_mark:

Additionally here’s my report I was point out several times that I need the aspect ratio settings to be whitelisted until SG UI lands the proper solution in the future.

@Flak

Here are ours:

  • Would be neat if we could do WalkableSlopeOverride on static mesh. Its kinda hard to make own stairs without it

UnrealEditorFortnite-Win64-Shipping_d6iNK6hUuX

  • +1 on Stereo mode on MSS

UnrealEditorFortnite-Win64-Shipping_Jt2SPFxJeL

- Physics Materials would also be nice to have back, in our specific case we used them on a Physics Asset on a skeletal mesh

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