Your statement about bDisallowNanite is false, per official Unreal Engine Documentation:
“Many parts of Unreal Engine need access to the traditional vertex buffer provided by traditionally rendered meshes. When you enable Nanite for a Static Mesh, it generates a coarse representation (called a Fallback Mesh) of the highly detailed mesh. The Fallback Mesh is used when Nanite rendering is not supported. It is also used when it wouldn’t be ideal to use the full-detail mesh, like when a complex collision is needed, using lightmaps for baked lighting is required, and for hardware ray tracing reflections with Lumen.”
Many creators prefer the “fallback” non-nanite meshes to the ones with nanite enabled, and removing functionality for it is quite honestly ridiculous. I also find it quite odd that somebody officially representing Epic Games would very confidently state something that can be proven false with minimal research.
As for the statement “We don’t want you to resort to having to edit hidden properties to build your UEFN experiences of course, so let’s figure out what we can do here to get you the functionality you need without having expose every single little property and complicate the UX for everyone more than necessary.” Why not just expose them? The UX being somewhat complicated is usually just a biproduct of a UGC engine that can create more interesting and unique experiences, which is the goal of UEFN, is it not? Most if not all creators would agree that we shouldn’t be constrained by the fear of UX being complicated. As for the place where you mentioned that BoundScale can be “supported”, what exactly is the reason the bDisallowNanite can’t be? It is a basic engine feature and works as intended currently, and has since UEFN’s launch in 2023, I find myself unsure of what “continued support” it would need.
It seems more and more like we keep getting excuses and less and less like our concerns are being heard, which, if your goal is to attract people to the Fortnite ecosystem over other UGC ecosystems, only supporting mechanics for the same 3 copy-paste map styles is neither attractive nor unique.
I strongly urge you guys to allow more complicated features into UEFN, while keeping the in-game Fortnite Creative toolset as a place for new creators to learn without being overwhelmed by a more complicated toolset. Not only do I believe this approach would allow UEFN experiences to be more unique and interesting, I believe it would make the UEFN space much healthier, as creators who are experienced could not only make more complex maps, they could also create more content using the engine (example: tutorials for people graduating from the legacy toolset to UEFN) and this content could draw more people into Fortnite as a whole, seeing that it has these unique features to offer.