My island hasn’t worked since 26.00, and I created a tiny test project to isolate the issue - and it also doesn’t work.
All custom props start as Invalid - calling IsValid() returns false and calls like GetTransform() fail.
I’ve tried it on the original dev laptop, then on another dev laptop just in case - it fails in both.
Could someone try this and let me if you get the same issue or not?
Or if you see anything I’m doing wrong, or step(s) I’m missing.
It looks like a lot, but it’s pretty quick if you’re familiar with EUFN and adding props (I covered all steps in detail below just in case).
FYI, I raised this as an issue about a week ago - RESOLVED: In V26 all my custom props are invalid (in Verse, IsValid() returns false) - #11 by robc.
STEPS TO FOLLOW
Step 1- In a browser, get the a static mesh for the prop
Go to this link.
Sci-fi Box - Download Free 3D model by Igor_K. (@Igor_K.) [ca41572] (sketchfab.com)
Download the fbx format.
Extract the zip file - this will create ‘source’ and ‘textures’ directories.
Go into the ‘source’ directory and extract the rar file there - this will create a ‘Sci-fi Box’ directory with a ‘box-t.fbx’ file in it.
Step 2- In UEFN create a new island and import a static mesh
Start UEFN and create a new project from the Blank island template - name the project ‘Issue_2023_08_31’ (or whatever name you want).
In your project folder in UEFN create a subfolder called ‘Box’.
In the new folder right-click on the background and select ‘Import to …’
Select the downloaded ‘box-t.fbx’ file above and click on ‘Open’.
Click on ‘Reset to Default’.

Under ‘Material’ make these changes.
- Material Import Method: Do Not Create Material
- Import Textures: (unchecked)

Click on ‘Import All’.
Four static meshes are created - we’ll only use one of them.
Step 3- Create a blueprint
Right-click on the folder background and select ‘Blueprint Class’.
Click on ‘Building Prop’ - the blueprint is created.
Double-click on the blueprint to open it, then drag the ‘box-t_down_low’ static mesh into the ‘Static Mesh’ field of the blueprint.
In the blueprint window click on ‘Compile’ - it should turn from yellow to green.
Close the blueprint window.
Step 4- Create the Verse code and gametag
In the ‘Verse Explorer’ window right-click on the project title and select ‘Add new Verse file to project’.

Name it ‘Test’ and hit ‘Create’.
Double-click on the ‘Test.verse’ file in the ‘Verse Explorer’.
Replace the content of the ‘Test.verse’ file with the following.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Simulation/Tags }
using { /UnrealEngine.com/Temporary/Diagnostics }
Tag_Box := class(tag){}
Test := class(creative_device):
var Boxes : []creative_prop = array{}
OnBegin<override>()<suspends>:void=
aBoxes := GetCreativeObjectsWithTag(Tag_Box{})
for (aBoxRaw : aBoxes, aBox := creative_prop[aBoxRaw]):
if (aBox.IsValid[]):
Print("Found a box - ok")
else:
Print("Found a box - INVALID")
In the UEFN main window select the ‘Verse’ top menu item and click on ‘Build Verse Code’.
Drag the blueprint object ‘NewBlueprint’ into the world.
With the box selected (that you just dragged into the world), click on the ‘+ Add’ button and then ‘Verse Tag Markeup’
Click on ‘Tag_Box’ to add that tag.

Drag the Test device into the world.
Step 4- Run the island
That’s it, start the island by clicking on ‘Launch Session’ and watch the ‘Output Log’ window.
Once the game has started you should see one of the following log messages.
If the prop works (no issue):
“Found a box - ok”
If the prop DOES NOT WORK:
“Found a box - INVALID”










