With 27.10, we’ll be introducing new editor restrictions on textures that can be used in UEFN islands. This will prevent creators from using unoptimized textures that cause instability and poor performance on their islands. Once these restrictions are introduced, it will not be possible to republish your island until any restricted assets have been updated.
Many islands will not use any of these textures, since only textures that use non-standard sizes are affected. However, we encourage all creators to check their projects for restricted textures ahead of attempting to publish post-27.10.
The new editor restriction will ensure that all textures outside the “UI” group meet the following condition:
- Textures must have a power of two size for their height and width. For example, 256x256 or 512x512.
Identifying affected assets
You can check your projects for these textures now and fix the affected assets by following the steps below.
- Open the Content Drawer or the Content Browser, and make sure to select your project’s root content folder on the left-side file tree panel named FortniteGame.
- Find the folder named YourProjectName Content, right under All.
- In the search bar at the top of the Content Drawer, enter NeverStream == true and TextureGroup != UI . This runs a query to identify any affected assets.
All assets that appear in this filtered view are impacted and need to be fixed. This will take a bit of time but will improve your level’s performance.
Fixing affected assets
For textures not in the UI group, there are two ways you can update the affected textures once you have identified them.
Option A is the quickest and enables you to let the editor automatically correct your textures by padding them to the correct aspect ratio; however, this padding could result in unnecessary memory usage.
Option B takes a little longer but will make the best use of your memory budget if you have multiple affected textures you need to resolve. Option B walks you through how to edit and reupload your textures so you can avoid any unnecessary padding.
Option A
- Double-click the texture to open the texture editor.
- In the search bar at the top of the Details panel, enter Power of Two Mode and select Pad to square power of two from the dropdown menu.
- In the texture editor, search using the search bar at the top of the details panel for Never Stream and set it to Off.
- Using the same search bar, search for Mip Gen Settings, and select From Texture Group from the dropdown menu.
- Then search for Compression Settings, and select Default (DXT1/5) from the dropdown menu.
Once you’ve completed these steps, you can check you have successfully removed the restricted texture by searching NeverStream == true and TextureGroup != UI. The asset(s) you have updated should no longer appear.
Option B
- Double-click the texture to open the texture editor.
- In the search bar at the top of the Details panel, enter source file. The original source file for this texture will be shown here.
- Using an image editor such as GIMP or Paint.NET (or even Paint if the texture doesn’t feature an alpha layer), resize the texture to the closest power-of-two size.
- A power-of-two size includes 256, 512, 1024, etc.
- For example, a 500x500 texture should be 512x512, and a 600x256 texture could be 512x256.
- Changes in aspect ratio should not have adverse effects on your island.
- You can now reimport the texture in the editor. If the original image is missing, right click the texture in the Content Browser and pick Asset Actions > Export to get a new copy. Resize and right-click to reimport With New File.
- In the texture editor, search using the search bar at the top of the details panel for Never Stream and set it to Off. If it cannot be selected as Off, make sure your image has a power-of-two size in the Imported field at the top.
- Using the same search bar, search for “Mip Gen Settings”, and select “From Texture Group” from the dropdown menu.
- Then search for “Compression Settings”, and select “Default (DXT1/5)” from the dropdown menu.
Once you’ve completed these steps, you can check you have successfully removed the restricted texture by searching “NeverStream == true and TextureGroup != UI”. The asset(s) you have updated should no longer appear here now.