Hello,
I thank you again for taking the time to read and respond to our feedback in this community. I had some quick thoughts on this property validation problem.
The current approach is to block UEFN Maps with any non-whitelisted property.
But I propose, specifically for StaticMesh and PostProcess/Components, that properties which aren’t intended for standard use should still function, but be marked as experimental rather than being blocked entirely from in-game use. Here are a couple of reasons why:
• UE5 to UEFN barrier: Limiting so many settings through a shifting whitelist creates major roadblocks for developers migrating assets from UE5. When properties are outright blocked, developers are often forced to abandon asset migration from FAB and other sources. This increases the divide between what’s possible in Unreal Engine and what’s allowed in UEFN, further highlighting the already significant differences in capabilities.
• Limited by what’s currently deemed the “standard”: The push to restrict features simply because they’re not considered standard is problematic for several reasons:
• It’s not entirely accurate, as Fortnite itself uses many of these disallowed properties in its Frontend and Battle Royale maps features not available to creators.
• It creates friction for new users exploring UEFN, who quickly run into limitations.
• It delays solutions for issues that have already been addressed in native engine features. For example, StaticMesh includes a field to control distance field intensity essential for reducing unwanted dark spots on large meshes. This is supported by the engine, but UEFN currently disallows modification of that field, resulting in unnecessary constraints.
• Experimental designation enables creativity: Allowing access to these properties under an
“experimental” label would empower creators with more creative freedom, while still clearly indicating that the functionality is not officially supported.
In summary, blocking UEFN maps due to disallowed properties creates unnecessary barriers for UE5 asset migration, introduces inconsistent limitations (especially when Fortnite uses those same properties), and hurts creativity. A more balanced solution would be to classify such properties as experimental accessible, but clearly marked with opt-in activation via game feature data.
Thank you for reading my post. I hope this is given consideration. We appreciate your ongoing engagement with the community and efforts to help it grow.