Looking closely at Fortnite, it’s clear that some props and modular architecture are nanite displaced according to TextureData assignments. However, UEFN assets show no such usage or workflow path.
Will formalized TextureData based nanite displacement workflows be available in the UEFN platform to create assets of equal quality and performance?
While I don’t work with UEFN, I can say that Nanite Tessellation via material displacement maps is currently an experimental feature in UE5.3+ that can be enabled via ini edits. It seems probable that it would eventually be included in UEFN if it isn’t already.