Runtime wall skins on real Fortnite building pieces with Verse

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:

  1. Change the material or BuildingTextureData of a real Fortnite Building Actor from Verse at runtime?
  2. Change a material parameter used by BuildingTextureData directly from Verse?
  3. Or make a creative_prop occupy/block a Fortnite wall building slot while still supporting SetMaterial()?

Different teams/bases need to be able to use different skins at the same time.

Thanks!