I think that has lots of more reasons attached, such as we not having access to built-in props or internal meshes/materials, so we can’t change it’s settings to configure properly visuals or details, enabling/disabling fallback meshes, and even logic attached to blueprint on many props…
Lots of people on projects that I’ve worked on, did not wanted some of these features (such as props randomizing color on each compile, random decoration/positioning offsets, and so on…) There’s no way to change how these things works, some props that are multiple objects are not always available in single/individual objects for alternative, and so on…
There is lots of roadblocks for creators when dealing with built-in props/assets from fortnite that are out of our control.
For example, on first UEFN Tech Demo, was showcased a demo of looking inside fortnite materials, meshes and some other asset types (obviously as read-only, just for learning purposes), but that showcased feature was never released.
These three images are the same prop, but every time that you move, change some option, rotate or even just reload the project/map, it has different visuals due to the blueprint logic randomizing it, also the pillows have a small random rotation. These things can’t be turned off or manually selected, and individual versions of the props are not available too:
On this video, you can see the rotation randomly changing on each blueprint compile:
And, related to nanite visuals, I did a quick search and these are some example videos comparing same mesh with/without nanite visuals… I did not looked at everything on content browser, but has lots of more props that are affected by these things: