MeshToProp tool feedback thread

Hello Creators !

With the new 28.10 UEFN update, we are pleased to announce the release of a brand new workflow to create BuildingProps from Static Mesh Assets/Actors !

While the previous, more “manual” method still works, Content Creators can now use a handy set of scripts called MeshToProp when selecting StaticMesh Assets and Actors to convert to BuildingProps, and also set properties (destruction and resource type) directly on BuildingProp assets.

Converting a Static Mesh Asset to a Fortnite BuildingProp.


Converting a Static Mesh Actor to a Fortnite BuildingProp.

Have a look at our updated documentation on this exciting new tool !

We will be monitoring this thread for feedback, so do report bugs or feature suggestions you would like to see in future updates of MeshToProp ! :slightly_smiling_face:

Cheers !
The UEFN tools team

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This is going to make getting Ue5 Assets UEFN/game ready so much faster!!!
THANK YOU!!!
Huge time saver :blush:

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Would love to be able to choose how much HP the prop has specifically

Or just the damagable interface being added to spawnable props.

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This is very exciting, I can’t wait to learn how to do this. I also agree with ^TomJank, that it would be nice to choose the HP of the prop

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Prop HP stuff has to be the next thing to Update please would be a gamechanger with the damageable interface :exploding_head:

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Please.

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Hi everyone ! :wave:

It’s been a couple weeks now since the release of the MeshToProp tool…

Have you used it and did you like it ?
Any issues with the workflow you would like to report ?

On top of the HP amount, any feature you would like to see in a future update ? :eyes:

Keep the feedback coming, we’re listening ! :grin:

Cheers !
The UEFN tools team

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I’ve used this - but the Prop doesn’t seem to be able to be used with the Prop Gun (so a player is unable to turn into that Prop)? Am I missing a something?

That’s odd, it should work…
Can your prop be selected/moved/copied/etc… in Creative mode ?

Thanks for the reply. It didn’t work for me - but taking what the script creates and following these steps made the Prop work with the Prop gun for me: How to make custom breakable props in UEFN : r/FortniteCreative (reddit.com)

Some of the settings weren’t added by the script it seems?

I’d see the “Collision Complexity” or the “Collision Preset” as possible culprits on your end…
Since I was able to make it work with a custom mesh made in the modeling mode, I’d lean toward the “Set complex collision as simple” part being the potential culprit.
You might need to set that manually on your own mesh for the MeshToProp script to work with your asset.

Cheers,

Thanks Antoine. Very grateful for the feedback and effort you and your teams put into this for us. :slight_smile:

1 Like