SW Collaboration assets still able to be exported.

Summary

I was able to export the Star Wars collab asset AT-ST and do a whole bunch of stuff through a very simple process that does not require anything to be done and can be done within about 15 second of opening the editor.

  • I exported the static mesh provided by the collaboration, then I created the skeleton, rigged, and made the control rig as well as the physics assets for the mesh in UEFN. Then I migrated it to UE 5.7, remade the control rig, and hooked it up to locomotor based on a combination of a video and text based tutorial that were extremely helpful so shout out to Danny Chapman, Helge Mathee, and Unreal documentation for taking the time to create their presentations and tutorials. Made as an experiment and foray into locomotor, will not be shared or disseminated in any way, shape, or form unless Epic wants it or gives the green light to be used in UEFN or published in an island.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Please contact me through official means as I will not be spreading the method publicly as I assume these assets are not meant to be able to be exported since you cannot do it the regular way and they are not editable in any editor.

Expected Result

Assets should not be exportable or editable due to collaboration guidelines and creator agreements.

Observed Result

Assets were exported, rigged, were animatable in UEFN and migratable to UE 5.7.

Platform(s)

PC

Island Code

n/a

Video

Additional Notes

Due to the creator agreement for the Star Wars collaboration, we cannot add anything star wars related, genuine or not, whether that be characters, weapons, items, ships, etc, nor can we edit anything at all. Please consider either relaxing these restrictions or adding more things to the tool kit. A couple Roger-Rogers, Super battle droids, geonosian and gungan pieces, Royal Naboo Palace set pieces like the First Order base, a TIE bomber, the Rebel Hoth fighter, etc.

Also I couldn’t figure out how to bake Locomotor animation into a sequence, I’m not sure how that works but if y’all want the assets let me know. They will 100% require an Epic pass as this was my first time messing with Control Rigs, FBIK, Physics, and Locomotor but it was fun.

(Shame on Frederick Nielson [lol] for not explaining how to record mouse generated physics driven animation during his guest appearance in the presentation, otherwise I would have been able to layer the Physics based control rig on top of the Locomotor generated walk cycles for truly Epic animations.)

@Flak Can we get this in front of the team in a timely manner, please.