Remove/Revert the Illegal Property Override errors [CRITICAL]

Summary

UEFN has quite a LOT of restrictions compared to UE5. Things like Blueprint Graphs, Player Character Animations & Material Overrides, AI Behavior Trees & Blackboards, and Local Playtesting are only a couple of the MANY things that we do NOT have access to in UEFN. In my opinion one of the WORST things about UEFN is the blacklist and asset exposure. Its purpose? To prevent you from using whatever props, blueprints, etc. that you want, and limiting you only to what we already have in Fortnite Creative + a bit more. If you attempt to start an edit session or push changes while using any of these blacklisted assets, or if a custom asset references one of them, then asset validation will give you an error and will cancel the operation… you know, an error that does NOT prevent a server from starting but is put there just to limit you.

Now if all that wasn’t limiting enough, now you can’t even change some hidden settings on things without getting hit with a new type of validation error: An Illegal Property Override.
This is just plain stupid. For all the time UEFN has existed, overwriting these properties did NOT cause ANY issues on the servers or clients or ANYTHING! So please tell me, WHY THE HECK DID EPIC BLOCK US FROM CHANGING THESE PROPERTIES IN THE FIRST PLACE?!!!

Epic did give us a warning that this was going to happen, and to let them know any properties you need so that they can CONSIDER exposing them. Now here is why I think that just will NOT work at all:

  1. The chances that Epic even sees your post asking for a property to be exposed is VERY SMALL. And even IF they do, that doesn’t mean they will actually bother to expose it.

  2. Not every property is known, so even if someone were to compile a list of every property that is hidden that could be of some use to us, there will most likely be a couple that get missed.

  3. Continuing off of #2, UEFN and FNC only get updated alongside Battle Royale’s update schedule, and “larger” content updates only happen at the start of a season (4 times a year). This means assuming Epic both SAW your request AND is willing to expose the property, you would STILL have to wait for the next content update, or in worse cases, the next season. This is also causing problems for people who have to deal with game breaking bugs or editor problems. At the time of writing there is a horrible memory leak in UEFN that for some reason Epic won’t push an emergency patch for.

The last problem with Illegal Property Overrides becoming errors, which also happens to occur with disallowed objects, is that sometimes you will just get these errors when you didn’t even manually make an override. example of one of these that I just got today (project and asset names are just examples, not the actual name):
/Project/Audio/Explosion_Att Illegal property override: Value “/Project/Audio/Explosion_Att.Explosion_Att.Attenuation.ReverbDistanceMax” has an override of “1000.000000” (default “4000.000000”) for property “/Script/Engine.SoundAttenuationSettings:ReverbDistanceMax” on an instance of “/Script/Engine.SoundAttenuationSettings”. (ValkyrieValidator_Properties)

I literally didn’t even change this and yet for some reason it just changed itself.

An example of the same issue occurring with disallowed objects/illegal references is that for some reason throughout my time of using UEFN, I would be trying to start an edit session but for some reason I can’t because of some actor called ChaosDebug or something like that just decided to spawn in out of nowhere. I never added it, nothing I imported referenced it, yet it just decided to exist in my project. Since it’s a disallowed object, I was unable to start an edit session. To make matters worse is I couldn’t click the listed object’s name in the message log to select it, so I had to search for it manually. If that wasn’t bad enough, it did NOT exist in the world by the name that the message log was telling me. Instead, it was named Actor2 for some reason. I SEARCHED FOR 2 HOURS TRYING TO FIND THAT 1 THING!!!

What I need from Epic is for them to STOP ADDING RESTRICTIONS JUST FOR THE SAKE OF ADDING RESTRICTIONS!!! I understand the need for an asset blacklist when it comes to things like collaboration assets. But when it is LITERALLY ANYTHING ELSE, DO NOT BLOCK IT!

On top of all this, LET US LOAD INTO AN EDIT SESSION EVEN IF THERE ARE VALIDATION ISSUES! JUST HAVE IT BLOCK PUBLISHING!

That’s everything I can think of right now, but I KNOW there is a TON more I could talk about

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Just manually overwrite a hidden property, then try to start an edit session

Expected Result

When starting an edit session, it should load with NO PROBLEMS

Observed Result

An error telling you that you aren’t allowed to change a property’s value will pop up and the edit session will NOT launch

Platform(s)

ALL

Additional Notes

PLEASE JUST PLEASE LET US USE ALMOST EVERYTHING IN THE FILES EXCEPT FOR COLLAB ASSETS!!!

Wait, that’s illegal

1 Like

Its Official in Find out what’s new with the 40.00 release of Fortnite on March 19, 2026!

says run

Validation and Fix-Up Tool in Unreal Editor for Fortnite | Fortnite Documentation | Epic Developer Community

and add them to the list

Illegal Property Override Warnings - Request Thread - General / Announcements - Epic Developer Community Forums

from 40.00 release notes 40.00 release of Fortnite on March 19, 2026!

40.00 Fortnite Ecosystem Updates and Release Notes | Fortnite Documentation | Epic Developer Community

  • Fixed a bug that caused incomplete hidden property validation, which may mean you see some new “Illegal property override” warnings. If these warnings are on properties you need, then please report these to us so that we can consider exposing them to UEFN. These warnings will become errors in a future version of UEFN.

see

Migrating Assets from Unreal Engine to Unreal Editor for Fortnite | Fortnite Documentation | Epic Developer Community

Step-by-Step Migration Process

  1. Prepare your projects: Ensure both your Unreal Engine and UEFN projects are open or easily accessible.
  2. Select assets: In Unreal Engine, navigate to the Content Browser and locate the static meshes, materials, or textures you wish to transfer. [1]
  3. Migrate: Right-click the selected files, hover over Asset Actions, and select Migrate. []
  4. Confirm dependencies: An Asset Report will pop up showing all connected files (like materials mapped to a mesh). Click OK. [1]
  5. Set destination: Browse your computer to locate the root directory of your UEFN project . Select the folder path ending in ...\Plugins\MyProjectContent and click Select Folder. [1, 2]

Thanks, AI Bot :smile: :rofl:

Your responses have been MUTED

The status of FORT-1124304 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.