What is FortStaticMeshActor vs StaticMeshActor

In theory they are pretty much the same thing. They act the same in live edit/ gameplay. They are a UN-interact-able object (not a prop). When you change it to a FSMA, Fortnite will make it a “concrete” asset that changes it to a blueprint that says it is a static mesh… For example : you upload a map full of static meshes, it is like a screenshot. It’s there, you can collide/climb on it etc. But it is just a copy of your own. But if your map is full of FSMA. Fortnite will get a full scan of the object and can call upon that object easier, cause it is now stored as an actual Fort asset. Either way you go, it doesn’t change its function in your map. Just a very minuscule optimization not worth worrying about at the moment. Maybe in the near future it will be worth using. If you look through Fortnite assets folders, You can find some FSMA… although they are mostly common geometry… Most of their assets, are prop blueprints that can toggle between a prop or static mesh(FSMA). I don’t use it myself. Don’t know if it may be buggy or not as the UEFN is still early in development.

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