( Update: Rynex was right, I needed to convert my asset into a Building Prop using a blueprint, in order for the asset to be used with devices like the Prop Mover.
I think this is something that could be clearer in the docs, because to me the documentation on adding custom content made it seem like the only reason for creators to convert assets into props is so that the prop can be destroyed with a pickaxe and harvested for resources, which not every creator desires for their game. Some creators might specifically NOT want players chopping up their nice coffee table or whatever. I know you can uncheck āCan Be Destroyedā but the tutorial is based on the assumption that you do want players to destroy your prop. There was no mention in docs of other reasons like being able to move or rotate props. Even the name, āBuilding Propā implies that this is a class of props that are meant to be harvested and built with. Not rotated or moved etc. )
Update: Rynex in Discord pointed out that the Prop Mover and Prop Manipulator might work on my assets if I convert them into props like this: https://www.epicgames.com/fortnite/en-US/creative/docs/uefn/UEFN/creating-a-building-prop-blueprint-in-unreal-editor-for-fortnite and https://www.epicgames.com/fortnite/en-US/creative/docs/uefn/UEFN/converting-assets-into-props-in-unreal-editor-for-fortnite. So Iām going to try that!
Currently (from what I can tell? ) there is no way for me to manipulate my custom props at runtime in response to an event. Imported models, or models created in UEFN. Aside from running several Cinematic Sequences at the same time, when a lot of what I want to do is just simple stuff like showing or hiding an object. If the Prop Mover and Prop Manipulator worked on custom props, this could be a short term fix.
Am I missing a solution that already exists?
I would love to use Verse for transforms, and I do see functions like rotation in the Verse API Digest, so I assume theyāre planned. But for now if we could even use the Prop Manipulator or Prop Mover on custom props it would help a lot. Spawning and destroying in Verse would be great too but if changing visibility is easier then I would be happy with that.
Use case: a custom āWeāre Openā sign in a shop window that appears during the day and disappears at night. All we need to do is make it visible and invisible. Yes there are workarounds for some cases, like hiding it by moving a FN prop in front of it, but itās inconvenient. Or what if I have a custom treasure that I want to disappear after the player finds it and ācollectsā it? What if I want a custom sliding door?