# Using Existing Intellectual Property For Fortnite Games

**URL:** <https://forums.unrealengine.com/t/using-existing-intellectual-property-for-fortnite-games/1945167>\
**Category:** Community & Industry Discussion\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, fortnite\
**Created:** [July 21, 2024, 7:30pm UTC](https://forums.unrealengine.com/t/using-existing-intellectual-property-for-fortnite-games/1945167 "2024-07-21T19:30:51Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![Jimbohalo10](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jimbohalo10/32/961440_2.png) [@Jimbohalo10](https://forums.unrealengine.com/u/Jimbohalo10)\
**Post date:** [July 22, 2024, 4:12pm UTC](https://forums.unrealengine.com/t/using-existing-intellectual-property-for-fortnite-games/1945167/4 "2024-07-22T16:12:04Z")

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hi @The-Mexorcist ,  
You will need to go into the UnrealFortnite log on you PC.

1. Open the log in notepad by Right Click open With → Notepad
2. in Notepad type Control and F to open find window and type as one “disallowed”
3. Look before that line for the Asset name and put it in the Outliner.

See [Asset Validation Issues - Issues](https://forums.unrealengine.com/t/asset-validation-issues/817504)

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