Hi,
I’m building a Zone Wars map in UEFN with player-owned wall/base skins.
The walls must remain real Fortnite building pieces because they need to occupy/block the normal Fortnite building grid slot.
I confirmed that I can apply my own material to a real Fortnite wall using:
BuildingTextureData → Override Material → Primary Texture Data
This works correctly.
What I need is a clean way to change the wall skin at runtime from Verse.
Desired flow:
Player equips owned skin → Verse checks equipped skin → that team/base gets the selected wall skin
I already tested:
creative_prop.SetMaterial()— works for props, but they don’t behave like real Fortnite building walls / don’t properly occupy the wall building slot.BuildingTextureData— works visually on real building pieces, but I cannot find a Verse API to change it at runtime.- Material Parameter Collection + Sequencer — works as a workaround, but I’m looking for a cleaner solution.
Is there a supported way to:
- Change the material or
BuildingTextureDataof a real Fortnite Building Actor from Verse at runtime? - Change a material parameter used by
BuildingTextureDatadirectly from Verse? - Or make a
creative_propoccupy/block a Fortnite wall building slot while still supportingSetMaterial()?
Different teams/bases need to be able to use different skins at the same time.
Thanks!