MAJOR - Custom assets exposed in Verse not working

Summary

Hello,

Since update 33.10, I believe, we’re able to expose assets such as textures, materials, particle systems and meshes in Verse editables.

Unfortunately, this functionality doesn’t work. Spawning particles doesn’t work with any Niagara effect. Using textures doesn’t work unless Fortnite native assets are used (so no custom textures), same for meshes and materials.

Attached, you’ll find two videos and two images for two different situations. The first situation shows the device with custom assets defined in the editables and the second situation shows the device when Fortnite assets are defined in the editables.

There is also a screenshot of the Verse code that illustrates what is happening. Basically, when I press the button, it’s supposed to spawn a particle system on the player, set the mesh of the ‘torus blueprint’ as the one exposed in the Verse device, apply the material, and display the texture on the player UI. I have also included some print statements, which are visible in the videos, confirming that these methods are being triggered.
As shown in the first situation (with custom assets), the image on the UI defaults to a “white square” instead of the one specified in the Verse device. The mesh and the material of the blueprint are not changed and the particle system doesn’t spawn.
In the second situation, when using Fortnite assets, everything works except for the particle system.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Create a Verse device.
Create editables for a particle system, a texture, a material and a mesh.
Use some Verse to be able to use those editables (snippet attached)

Expected Result

Custom assets such as textures, materials, meshes, particle systems can be used and work via editables.

Observed Result

Custom assets such as textures, materials, meshes, particle systems can not be used and don’t work via editables.

Platform(s)

PC

Upload an image



Video

Custom assets: EditablesWithCustomAssets.mp4 - Google Drive
Fortnite assets: EditablesWithFortniteAssets.mp4 - Google Drive

Additional Notes

If you have any other question, feel free to ask! I’d be glad to help.

I have the same problem, the only textures that work in editables are the ones already available on uefn (basic textures, icons, etc…)

You can find attached a comparison between the textures that are put in my editables and the textures that are displayed in game.

2 Likes

Thank you for the additional info, @TaiKoo

Following up on the bug reporter answer, what kind of new information could help the team to find the source of the issue?

If you want the Verse code used to reproduce the issue, here is it:
Just link some custom assets in the editables and see it doesn’t work.
Then, link some default Fortnite assets in the editables and it will work.

game_device.verse (2.3 KB)

1 Like

Up.

Up, this problem is not fixed…

Checking into it.

1 Like

The team is taking a look.

2 Likes

FORT-845585 is ‘Closed’ as ‘Fixed’. The issue will be addressed in 34.10.

2 Likes

I can confirm it has been fixed for textures, but it is still bugged for Meshes.

Thank you, @YU7A - we’ll take a look.

1 Like

Hello @Flak,

I re-used the code I previously provided to see if everything else was fixed after seeing Yuza’s answer.

I can confirm that setting these elements as editables WORKS:

  • Custom blueprints
  • Custom textures
  • Custom materials

Unfortunately, there are still elements that DON’T WORK as editables such as:

  • Custom niagaras
  • Custom meshes (as Yuza already said)

If you need more info, I’d be glad to help!

1 Like

Could you attach a simple project reproducing the error? I tried your script with a custom mesh and see it working in my own project.

Hello,

Here’s a project ID with everything set up to reproduce the error: d94a4ce9-4083-9■■■-8f84-6e95a153c86b

EDIT: for some reasons it replaces “a 55” in the project ID by some censored characters. Here’s a screenshot of the ID:
image

Same issue here with mesh and niagara.

1 Like

Having exact same problems with materials. SetMaterial() is not applying it (16.02.2025).

Hey, does 16.02.2025 mean February 16th, 2025?
If so, could you retry with your custom material, it should have been fixed with last update

2 Likes

Hi! Sorry - it seems like I missclicked. I meant “03” (March). It still happens but it does not seem to be connected to exposed values after all. I managed to make work in different device, but it sometimes throws a cooking error :confused: I’m gonna make a new topic when I have proper repro steps. Sorry for confusion.

No problem, thank you! I’ll close this one.