Not sure if this is your field but is it possible to remove the 2k texture limit, im trying to do high quality textures on a map that is performing well and it does not work because of the limit, thanks! ![]()
Epic just (v37.10) added validation support of "/Script/Engine.MaterialExpressionCustom" node for their own use in UEFN based Reload maps.
That’s not fair.
@Kev.EG while not directly a hidden setting. Why does v37.10 now disallowing NoMipmaps setting?
![]()
I have a texture that should never be streamed, but that’s already enforced, so I set it to NoMipmaps in order to keep it’s quality. This texture uses all 4 color channels to provided data that’s used to calculate custom 2D clouds. However with this new validation error it significantly reduces the quality of the result as those textures are now forced to dynamically up/down sample.
@Kev.EG would it be possible to get the option to apply different materials using the “Select” tool in the landscape settings? This would be really handy to have. I know epic use this internally, and it works like a charm. We have the select tool currently but there is not much we can do with it.
Hey there @Kev.EG, I filed a bunch of individual reports for the previous requests. Feel free to update those tickets when you or your team make some progress on those.
- Advanced mesh actor component LOD settings not configurable for optimization purposes
- [Major] Spline actor components settings settings cannot be adjusted
- [Major] Spline Mesh actor component settings cannot be adjusted
- (H)ISM component culling settings are hidden in the editor
- Spline Mesh Actor Component and Spline Actor Component are hidden as an option
- `Is Editor Only` actor component setting is hidden in the editor
@Kev.EG Would it be possible to expose the Color Ramp node in UEFN that was added in UE 5.6, it would be easy to make simple gradients with it, will be a lot useful.
You can probs open in ue and copy the material nodes then create your own works on a few things in the interim
is it possible to expose collision settings in landscape streaming proxies since currently the landscape collisions are broken and we cant place porta bunkers on them and they spawn underground, a fix for this is going into ue5 and editing collision on it but we cant copy paste proxies so its useless
@Kev.EG I spotted a few more hidden features that would be great if they were exposed. In the post process volume, there are several more bloom related features (bloom methods), including bloom convolution. Can we get those exposed in order to be able to control bloom better and more artistically driven. Fortnite applies their own version of bloom convolution with the default TODM, but we aren’t able to do so when disabling TODM and providing our own post processing volume.
To give an example for folks reading along.
Thanks for filing those separate issues!
For 2k texture limits, that’s likely there for infrastructure and backend reasons - so we don’t overload the cloud cooker. I’m sure it will be increased in the future, but right now I belive it’s needed.
The Bloom settings have been revamped to work with UEFN across both methods, that’s comign in 38.00.
Color Ramp node, I’ll reach out to the material editor team on that one - might be an easy one to include.
I can’t really answer any landscape queries, I’d recommend spinning up separate threads for those.
Foir the ‘GetWaveData’ ask, we’re probably going to hold out a little longer to see if we can get some traction on the new displacement atlas. If we expose that material function now, we’re going to have a hard time removing it without breaking any islands later.. If the new thing takes too long, we’ll expose the mat function as a stop gap.
The Color Ramp node has a bug, so it has been disabled internally for now - it will be investigated and fixed and later enabled in UEFN once stable.
@Kev.EG I just noticed that the Destroy Foliage When Placed option under the foliage tab of static mesh components has been completely removed.
I’ve relied on this feature in many use cases e.g. with Fortnite props like terrain pieces or some trees and devices like the Collectable Device, where it allowed me to decide whether grass or other foliage on the landscape should be destroyed. It is sadly enabled by default on a lot of different props and devices which makes the landscape look like this:
This toggle is highly valuable, and exposing it on all static mesh components would be very impactful, of course only if it’s technically feasible. Since it previously worked flawlessly across all platforms when enabled through the property matrix, I believe it should still be possible, though please correct me if I’m mistaken.
This was only an option within a blueprint if im not mistaken ? having said that i feel what your saying about the component tho this should be a option in scenegraph for sure and normal static mesh
Before all properties where hidden this was visible inside the property matrix. (Screenshot from May 3, 2025 on Fortnite terrain props, property matrix inside there static mesh component)
It is still available for custom props, but there are a lot of Fortnite props and devices which have it on by default, so it would be huge if i came back but now even without property matrix natively on static mesh components.
I see what you mean all fortnite props are blueprints hence why this was enabled either way i think its a solid ask and would be very beneficial
This topic was automatically closed after 180 days. New replies are no longer allowed.



