Optimizing High-Resolution Nanite Assets from Unreal Marketplace for Use in UEFN

Hi,

I’m trying to use high-resolution assets (around 110,000 Nanite triangles) from the Unreal Engine Marketplace in UEFN. The fallback mesh has around 15,000 triangles, and Nanite is enabled for the asset.

I successfully migrated several of these assets into UEFN. However, when I try to launch a session and view them in Fortnite’s edit mode, the session either takes too long to load or freezes and fails to connect entirely.

Is this a bad idea to begin with—using such high-resolution assets in UEFN?
If not, what would be the best practices or workflows to optimize these Marketplace assets for performance in Fortnite?

I’d really appreciate any guidance on how to reduce complexity or asset size without losing too much visual quality, or any tips on how to avoid session connection issues related to asset overload.

Thanks in advance!

Here is a good overview of requirements. Weather or not it is possible what you are trying to do I don’t know. Your Island has to be able to run on mobile phones as well, that is probably the main bottleneck.
For my island, I try not to even think about the really bad lighting you get on mobile, keeping that for last finishes.