Working with the Content Library

So far working with the content library has been okay - I love the fact that it’s nice and easy to find some additional assets, but the major downfall is having to create a blueprint for every item brought in from the content library in order to have the ability to use it with the phone tool in Fortnite Creative. There are additional features I would like to be able to assign to the prop, but I’m not sure how to do those things - such as removing the grass below - many building props will automatically do this and I’m not sure how it is governed. I just have been tricky and put some building pieces below the terrain to remove the grass in those areas


I cannot stress the value of having the ability to do this, in terms of bridging the gap between Creative and UEFN this is extremely valuable.
This is the major frustration I have - but I do like the additional flexibility given to adjust more details about the props by having the source files in my project.

I have noticed there are some instances where the material will not work properly - When bringing in the asset “Lantern Hook” from Dekogon, I did the same process to make it into a blueprint. The lantern does not show any material, and when opening up the material instance I receive some error messages in the window.


I am unsure of how to fix this, and I am also unsure where it can be reported to the studio. I’m sure this will come up more!

I have an asset pack from the Unreal Marketplace, so I decided to try to port this over and create props out of these items to see how long it took.
To create 20 props into blueprints took me about 10 minutes to do, which is a pretty significant amount of time. I also only did the minimum things required for each one to only make it selectable using the phone tool. It’s very tedious and is definitely a deterrent to using assets from the Content Library, because this same process would be required for all of them too.

I created all of the blueprints right away so I could load all of the items up in a session and see how they look and feel up close, and check the sizing and hitboxes of them. I am essentially trying to create my own gallery of items that I can select while I have Creative launched. This way, I could create and load in assets, and other team members could be using them in-game once they are ready. There is no other way to re-access assets once they have been fully deleted from the island, so creating an area with all of the various props is helpful in Creative.


There has got to be a more efficient way of doing this - I would also love to get more information / help on the Blueprint editor here with anything useful!!

I am finding myself searching the Content Library for props that have useful materials I can snag - since materials built into the editor are almost non-existent, this could be a huge source of value to find additional materials.

I wish there was a faster way to pull in large sets of items - or similar items that would go well together, and then have the ability to pick between them - similarly to Fortnite galleries. I want to bring in a couple of these dry goods bags, but I’m not sure exactly which ones are the most modular / reusable, so I’d likely download all of them, pick the ones I like, and remove the others.

I also find myself wanting to remember specific items, so for now I am screenshotting them so I can refer back to them…but this is not scalable. We definitely need some sort of tool for creating collections, saving groups of similar items, favouriting items, etc.

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Hey! I might be able to help with removing the grass, I believe inside the blueprint there is an option called “Delete Foliage on Placement” or something along those lines, it definitely has the word “Foliage” in it, so if you find that and check it, it should do the trick!

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Yep, “Destroy Foliage when Placed”! I came here to comment that too. :blue_heart:
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A couple of other Blueprint settings I’ve found useful are “Random Yaw on Placement” and “Random Scale on Placement”. This is good when you’re placing multiples of the same prop near each other, like rocks or trees, and you want to vary the rotation and size of them a little so they look less same-y. And you can do nonuniform scaling too, with different X and Y values.

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I have checked the option to Destroy Foliage when Placed - but it does not seem to affect the grass. Am I missing something here?

@ChickpeaMaster I am keeping a short log here of some things I run into as I am working with the Content Library - The main thing I am growing frustrated with is having to make blueprints out of every piece I bring into the Content Browser, which seems to always require downloading the source files. Figured I’d tag you so you can tag along with any updates!

That is pretty weird.
We’ve used this option in the past but never got great results, ended up with a huge square of foliage being deleted around assets. So I’m not entirely sure, do the meshes have collision? Are they casting Distance Fields?

I’m just making guesses as to what could be causing it.

I am not sure about Distance Fields - not sure what to check for that, I searched it in the blueprint editor and the details panel but didn’t see anything relevant there.

As far as I can tell it has collision!

Hmmm I don’t think it should be distance fields, if you want to check, open the mesh and inside the material section, right under the one it’s using there should be 4 options, make sure “Distance Fields” is enabled.

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