Hi, I can’t get why the default materials never load on my custom static meshes.
I just add a static mesh (.fbx), copy the material from another actor/mesh and insert it into my mesh.
Everything looks good in the UEFN, but it never works in the game.
Thanks for the clarification, I’m seeing the exact same thing when I try your method.
I would love to be able to use the built-in Textures + Materials from Fortnite, but I don’t think there is any expectation that using Fortnite Materials should work. (Although the fact that it allows it in-editor is deceiving!)
Hopefully we’ll be able to use these one day…
As an alternative - it’s now possible to use an AI like ChatGPT to generate textures, also there are many free textures on Fab.
This looks like a runtime/cooking issue with the copied default material, not the mesh itself. UEFN may show it correctly in the editor, but in-game it can fail if the material is from another Fortnite asset, not allowed for that custom mesh, or only applied as an override. I’d review the material setup, assign it directly in the Static Mesh material slots, check the slot order, or create a material instance/copy instead of using the original material directly.