Scene graph material override by editables

Summary

Since 42.10 switching materials with editables doesn’t work. The editable :material/:?material returns nothing.

Please select what you are reporting on:

Verse

What Type of Bug are you experiencing?

Scene Graph

Steps to Reproduce

Create a scene graph prefab with a static mesh component that has few material slots. Create a verse component with a set of @editables for new materials and an event resolver to switch materials on the prefab instance.

Expected Result

The material slots should receive new materials via .SetMaterial

Observed Result

The materials don’t change. However, if You hardcode the materials instead of using editables everything works ok. Similar issue to the other post about custom items, but it seems editable overray doesn’t work in scene graph.

Platform(s)

Any

I believe we’re seeing the same issue after the update. One of our verse files with @editable material properties started silently failing when assigned to a mesh_component’s materials. A few notes from what we observed

  • We can see the issue retroactively in prior private versions we published, which did not have this issue at the time of publish.
  • We were not able to immediately reproduce this issue in a new example project.
  • If the property got updated to a different material, it started working. When it was swapped back to its original material, assigning that material in verse started silently failing again.
  • Attempting to rename the property or change its signature (making it not optional, with a default) caused the property display in the editor to break: it became a generic dropdown showing custom meshes, widgets, etc.

Simply hard-coding the reference in verse is a quick workaround, but obviously not ideal.

1 Like

Hi @13HARAMBE37 and @Vanda_Games

Could we get your island codes and/or project IDs so we can investigate?

This issue was fixed by removing @editable assets and hard coding them instead.
I believe it was on this version: 7862-0683-3251

FORT-1149083 has been added to our ‘To Do’ list. Someone’s been assigned this task.

Hi, our project is also affected by this issue since v42.10.

Island Code: 4113-8329-6768
Project ID: LuxuryVilla (1d6b9e1103e346b9baf6d1561d228754)

UEFN / Editor details:
Version: 6.0.0-57819926
Branch: //Fortnite/Release-42.10
Build Configuration: Shipping
Build Date: Sep 4 2026
RHI: D3D12 (SM6)

Materials referenced through @editable and dynamically assigned to our meshes worked correctly before v42.10. Since the update, the same system no longer behaves correctly.

This also affects previously published versions of our island that were working correctly before v42.10.

We can provide videos showing the system working before v42.10 and failing after the update, and additional reproduction information if needed.

Hope this helps with the investigation!

Thank you, I’ll pass this along.

Hi Flak,

Quick update following the release of v42.20: unfortunately, the issues are still reproducible in our project.

Island Code: 4113-8329-6768
Version tested: v42.20

We are still experiencing the following issues:

  • Scene Graph Material Overrides are still not being applied correctly. Since v42.10, the badges that are supposed to appear above the skulls are simply no longer visible.

  • The project/session crash issue is also still occurring.

Regarding the attached videos:

Scene Graph video: This video was recorded before v42.10, when the system was still working correctly. It therefore shows the expected result: the badges/materials are correctly displayed above the skulls. We don’t have an equivalent video after v42.10 because, since the issue appeared, the badges simply no longer show up above the skulls.

Crash video: The issue occurs shortly after 0:50. This issue is still present in v42.20.

In our case, updating to v42.20 has therefore not resolved these issues.

Please let us know if you need any additional information, logs, reproduction steps, or other details about our project.

Thank you!