The Fortnite Tools editor mode, also known as Fortnite Tools, provides a variety of utility tools to speed up island creation when working in UEFN.
These tools are adapted from tools authored by Epic technical artists for use by the Epic teams that make Fortnite.
Get started by opening the Fortnite Tools:
In the toolbar, navigate to the Selection Mode dropdown and select Fortnite Tools.
You can also switch to Fortnite Tools using the keyboard shortcut Shift+6. To learn more about the various modes, see Level Editor Mode.
Fortnite Tools Overview
When you select Fortnite Tools mode, the user interface (UI) appears in a tab on the left side of the viewport, with multiple tools available.
Fortnite Tools include a series of level design tools that provide ways to:
See the scale and color of assets in the level.
Quickly duplicate or delete assets in the viewport.
Snap assets in place for water- tight construction.
Find out the time it will take for players to traverse your island.
When using Fortnite Tools, you'll need to refocus the orbit camera to access the viewport hotkeys again.
Press Alt to focus or press Shift while clicking an object to re-activate the hotkeys.
Fortnite Tools Key Concepts
All Fortnite Tools share some key concepts that create a consistent experience when using the tools, such as:
Messages
Tool Information
Short Cuts
Actions
Tool Specific Properties
Messages
All information, error or warning messages appear at the top of the tool’s interface, such as this example from Helper Asset when clicking Remove All Placed Assets when there are no Helper Assets in the level.
Not all tools have messages.
These will automatically clear after several seconds.
Tool Information
Tools that offer information will show this in the Tool Information section. For example, the 3D Select tool will show how many objects are selected, and the name and class of the actor under the mouse pointer.
Some tools do not have a Tool Information section.
Shortcuts
All tools have a Shortcuts section, showing hotkey or mouse usage. The Shortcuts will be shown at the top of the Properties Panel, after the Tool Information section. You can see this in the example of the 3D Select tool shown above.
Actions
Some tools have buttons that perform specific actions. When these are available, they will be in an Actions section.
Tool-Specific Properties
Each tool has various properties specific to that tool. These will be in one or more sections after Tool Information, Shortcuts and Actions. See the property’s tooltip, or the documentation below for specifics on each tool’s properties.
Create Volume
The Create Volume toolset provides a way to create a bounding box around selected objects. Create volume has options to determine the type of volume placed in the viewport and its scale.
To use the Create Volume tool, follow these steps:
Select Create Volume > Volume Type.
Slide the Scale to the percentage you want the volume to be.
Click in the viewport to make the volume appear, then drag it into place.
Click Confirm to confirm the placement of the volume.
You don’t need to switch into Select Mode to edit the volume’s properties.
Create Volume has five main options:
Actions - Provides a way to create the volume.
Create Volume - Creates the volume specified in volume type around selected assets.
General - Provides general options for creating a volume.
Volume Type - A dropdown menu that contains all volume types, including device type volumes.
Scale - Select the scale of the volume in percent. This makes the resulting Volume a percentage larger or smaller than the bounding box.
Appearance - Provides tools to make the volume’s bounding box more pronounced.
Bounding Box Line Thickness - Determines how thick the bounding box is.
Bounding Box Color - Determines the bounding box line color.
Volume Type
The dropdown menu contains the following volumes:
Volume Type | Description | Image |
AI Navigation Volume | A volume that constrains the movement of AI characters. | |
Barrier Volume | A barrier that can contain or block:Players accessWeapon fireWildlifeNPCs | |
Crowd Volume | Places a crowd of NPC characters. | |
Damage Volume | Deals damage to players, wildlife, NPCs, and more. | |
Emote Volume | A volume that causes the player to emote. | |
Fire Volume | A volume that has fire and causes fire damage. | |
Mutator Volume | A volume that causes devices to change states. | |
Skydive Volume | Players use their skydive settings whil ein this volume. | |
Volume | A volume that contains players, wildlife, and NPCs. | |
Blocking Volume | A volume that blocks players, wildlife, and NPCs. | |
Post Process Volume | A post processing effect for the area the volume occupies. | |
Fort Underground Volume | Creates a space that can be turned into a cave and sit beneath the landscaping. | |
Fort Water Body Exclusion | A volume |
Find Overlap
The Find Overlap tool finds identical objects stacked on top of each other, wasting project memory and size.
To use the Create Volume tool, follow these steps:
Select Find Overlap > Find All Overlapping Objects.
Click Find All Overlapping Objects, the tool reveals the number of clusters. Each Cluster will be two assets the tool believes are overlapping.
Click Focus Next Overlap (or use hotkey C) to focus the viewport on assets that may be overlapping.
Click Complete.
All overlapping assets should be revealed in the viewport.
Find Overlap has four main actions:
Actions - Viewport views that focus on overlapped assets.
Find All Overlapping Objects - Highlights all assets that are overlapping with a duplicate of itself.
Reset View - Resets the viewport camera to the original position before using the tool.
Focus Next Overlap - Moves the viewport camera to focus on the next overlapping assets.
Select All Overlapping - Highlights all assets that are overlapping with a duplicate of itself.
General - Tools that determine how the Action tools behave.
Overlap Threshold - Determines how precise the detection of overlapping assets are.
Precise highlights overlapping assets precisely.
Rough highlights assets overlapping within 10 centimeters. It’s recommended to start with Precise then perform a second pass using Rough.
ignore Devices - Determines whether to ignore devices that overlap with other assets.
Show Only Overlapping - Shows only the overlapping assets in the bounding box.
Reset View on Exit - Toggles on and off the ability to restore the viewport camera to the original position when exiting the tool.
Use various existing Editor tools, such as the Outliner’s Only Selected filtering option, to help determine if the objects are actually overlapping. If there are more than two overlapping objects in the same location, only two will be selected and isolated. This is due to speed optimizations in the Find All Overlapping Objects function.
It’s advisable to manually determine if there are more than two overlapping objects, although after deleting overlapping objects you can run the Find Overlapping Objects multiple times to find additional overlapping objects that you may have missed.
Overlap Threshold
The filters of Overlap Threshold work well with Find All Overlapping Objects and Select All Overlapping buttons. When using the Precise setting, the action buttons clusters of overlapping assets are identified. Selecting Focus Next Overlap jumps to the next possibly overlapping cluster.
Using the Find All Overlapping Objects button after each “cleanup” is a slow operation. It’s faster to use Focus Next Overlap to run through all the found overlaps.
After using Precise Overlap Threshold, use Rough and repeat the above process. Rough is more likely to give you “false positives” or show you objects that are very close to each other but not actually a problem.
However, Rough will detect “accidental duplication” of objects. For example, if a team member was working and pressed Ctrl-D to duplicate an object, but then forgot about it, or didn’t notice it was duplicated, “Rough” precision should find those duplicates to help the user remove them.
Show Only Overlapping
Using “Show Only Overlapping” will change the viewport to Unlit mode (which you can change to whatever you like afterwards) to ensure the objects are visible even with all lights hidden.
Reset View on Exit
Reset View should restore the viewport to whatever mode it was in when you started the tool, and unhide any objects that were not hidden when the tool started. You can turn off “Reset View on Exit” using the checkbox if you prefer.
Helper Asset
The Helper Asset tool contains Reference Assets you can select and place in the level to get a sense of scale and color accuracy. While these assets can also be found in the Content Browser, this tool offers a quicker, more convenient way to find and place the assets. It also offers a one-click cleanup of your level, removing any asset placed with this tool.
The placed assets are not saved in the project or uploaded to the server and will not alter your level’s memory or file budget.
To use the Helper Asset tool:
Select a Reference Asset from the Asset to Place dropdown menu.
Click inside the viewport where you want to place the asset.
Click Remove All Placed Assets when you’re done with the asset.
The Helper Asset tool has three main tools:
Shortcuts - Provides a hotkey: Left-click in the level to place the Helper Asset.
Actions - Provides a tool, Remove All Placed Assets, for removing assets placed with the Helper Asset tool. When clicked, this will remove all assets placed with the Helper Asset tool.
General - Access to Reference Assets:
Asset To Place - This selects the Helper Asset that will be placed when you click in the level.
Player Height Reference - A mannequin of average player height. This will not animate and is not saved in the project.
Color Calibrator - The standard Color Calibrator asset that is used for testing lighting. This is not saved in the project.
Add Physics
The Add Physics tool adds and removes Physics components from selected props, and separates assets that have or don’t have physics from a group of selected props. While Physics can be added through the Details panel, the Add Physics tool provides a way to accelerate the process of adding and modifying physics properties on the fly while editing in Fortnite Tools mode.
In Physics, a Physics Object is an item that has the Physics Component. This provides a way for the object to be treated as a Physics prop and be simulated on the server. Physics components are intrinsic to the Physics system and a core part of it. However, managing these objects and components is not easy and very cumbersome when working in maps with dozens of objects.
The Add Physics tool helps to manage Physics objects easily and quickly.
To use the Add Physics tool, use these steps:
Select a prop in the viewport you want to add physics to.
Click AddPhysics.
The Add Physics tool has four main tools:
Add Physics - This button adds Physics components to the selected prop.
This tool can only add physics to objects identified as props.
Remove Physics - This button removes the Physics components from the selected prop.
Select Physics - When clicked, this button removes any objects that are not Physics objects from the selection. This only affects the current selection in the Editor. If nothing is selected, nothing will occur.
Select Non Physics - When clicked, this button removes any objects that are a Physics object from the current selection. This only affects the current selection in the Editor. If nothing is selected, nothing will occur.
Scatter
The Scatter tool makes multiple instances of static meshes within a target area. The tool works with static mesh assets you create, import, or purchase in Fab. The materials for the static mesh must have Used with Instanced Static Meshes enabled, otherwise the Scatter tool rejects the static meshes.
The Scatter tool does not work with Fortnite assets.
To use the Scatter tool, follow these steps:
Specify one or more static meshes in the Objects to Scatter array element or drag a static mesh into the array element from the Content Browser.
If the mesh is invalid, the tool shows a warning and rejects adding the asset to the Scatter array.
Set the Scatter Amount.
If Scatter Amount is 10, and there are 3 Objects To Scatter, each click will create 30 scattered objects.
If Allow Overlap is Off, this number could be lower, as preventing overlapping objects has priority over the Scatter Amount.
Left-click in the viewport to begin scattering the static meshes.
Scatter has the following tools:
Default - Scatter tools that control the functionality of how assets scatter.
Objects to Scatter - An Array of static mesh assets added to the Scatter tool.
Scatter Amount - The number of assets that are created multiplied by the number of different Objects To Scatter.
Actor Type - The type of actor to use when scattering meshes. The Default option is used in most cases where a player often sees scattered assets together. The Hierarchical option is used for assets the play may not see most of the scattered assets.
Base Shape - Determines the scatter shape bounding box.
Square
Circle
Noisy Circle
Scatter Shape Size - Determines the bounds of the Scatter bounding box in X and Y coordinates.
Rotation Range - Determines the rotation of assets inside the Scatter bounding box in X and Y coordinates. A random value within this range is chosen for each scattered asset. If you don’t want a randomized range, set both coordinate fields to the same.
Scale Range - Determines the scale of the Scatter bounding box in X and Y coordinates. A random value within this range is chosen for each scattered asset. If you don’t want a randomized range, set both coordinate fields to the same.
Vertical Offset - Determines the vertical offset when scattering assets. This option is useful when scattering trees or other assets that should sink into the ground, or for assets that should float.
Scatter Shape Color - Determines the color of the scatter shape bounding box.
Allow Overlap - Toggles On and Off the overlap of scattered assets in the bounding box. If set to Off, the number of scattered assets may be reduced.
Label Prefix - Sets the prefix to add to labels for scattered assets.
Scatter Hotkeys
Add Objects To Scatter - Hold the hotkey C and click on objects in the level to use that asset’s static mesh. The Scatter tool shows an icon indicating if the static mesh of the asset is under the mouse cursor is valid for scattering.
Scatter - Hold the Scatter hotkey X to see the area in which the scatter will happen. Holding the hotkey and clicking will scatter the objects into that area.
Object To Scatter
There are several properties that can be used to alter the scattering behaviour. The Weight per Object To Scatter uses a percentage chance of this mesh being scattered. For example, if the Scatter Amount is set to 10, and there are 3 assets in the Objects to Scatter array and Allow Overlap is On, each click will create 30 assets with the default Weight of 100 on each mesh.
However, if one of the meshes is set to 50 Weight, that object will only have a 50 percent chance of appearing, so approximately 25 assets will be scattered per click. This is approximate based on rounding and other factors in the function. You can set this to zero to guarantee that mesh won’t be scattered, rather than removing it from the array.
Actor Type
The Default setting creates an Instanced Static Mesh (ISM) component per Object to Scatter. This is suitable for most uses of scattering.
You can select Hierarchical Instanced Static Mesh (HISM) which appears the same as an ISM. The difference is that it will do automatic partitioning so that instance “clusters” that are not seen by the player in game are not loaded, saving memory at runtime.
Use ISM for most cases, if you are scattering in a single actor across a large part of your island, use HISM.
It’s up to you to keep ISM and HISM components in separate actors. Mixing them will not “hurt” except you will lose the benefit of the Hierarchical nature of the HISM.
Base Shape
Noisy Circle provides a more natural “random” result. Circle or Square are used where appropriate
Scatter Shape Size
The Scatter Shape Size uses centimeters for the scatter shape. Hold X then adjust this value interactively to see the shape scaling in the viewport. Changing the size changes the random nature of the Noisy Circle
Rotation Range
Rotation Range controls a random rotation applied to each scattered asset. Each asset is randomly scattered between the minimum and maximum values. If you don’t want a random rotation, set both Rotation Range values to the same number.
Scale Range
Scale Range is similar to the Rotation Range, except it’s a percentage of the mesh’s default size. Each scattered asset has a random scale applied to it between the minimum and maximum values. For example, if the values are .5 and 2, each object will randomly be between 50% and 200% (double) the original mesh’s scale.
The default is to not have random scaling
Vertical Offset
The Vertical Offset option offsets all the scattered objects by this amount, in centimeters. This is useful for having the scattered objects “pushed in” to the ground, or “floating”
Scatter Shape Color
Scattered Shape Color controls the color and opacity of the Base Shape. This option has no effect on scattering itself, it’s used purely for visualization purposes.
Allow Overlap
When Allow Overlap is set to On, each scattered asset could intersect another asset. When this option is set to Off, the largest sized object controls how close together each scattered asset is. This takes into account the Scale Range.
For example, if you have 2 assets to scatter, one with a bounding box of 25x25 and another of 125x200, no object’s center gets within 400 units of another object. Therefore, two times the largest “side” of the largest asset. This is per click, so if you click twice in the same location, some objects may overlap even if you have Allow Overlap turned off.
Label Prefix
This simply controls the label of the Actor that is created. Set a label before using the Scatter tool for the first time to ensure all Scatter actors created have the same prefix.
Snap to Target
Snap to Target is useful for snapping props and buildings to a target object in the scene. This is particularly helpful for aiming at a building’s under-hangings, and placing wall assets side by side, which otherwise makes the snapping process difficult using only your eyes to gauge the snap.
Snap to Target has four main parts:
Tool Information - Reports information based on Distance and Angle Rotated.
Distance - The distance between the target and the selected asset.
Angle Rotated - The angle of the rotation used the selected asset.
Shortcuts - Provides hotkeys for the following Snap to Target tools:
Snap - Uses the Selection Snaps Axis options when attempting to place the selected object.
Place - Places the selected object in the level.
Rotate - Rotates the selected object.
Duplicate - Duplicates the selected object.
Move Up/Down - Moves the selected object up and down.
Actions - Provides a way to manipulate selected objects:
Duplicate Selection - Duplicates the selected object.
Snap Each Object - Toggle the option on and off to snap objects.
General - Tool settings that determine how Snap to Target behaves based on the following options:
Snap Each Object Along Axis - Toggle option on and off.
Ignore Duplicate - Toggle option on and off.
Snap to Hidden - Toggle option on and off.
Duplicate Offset Amount
Vertical Offset
Vertical Offset Increment
Snap Axis - Provides tools for snapping to an axis:
Selection Snap Axis
Show Snap Axis Plane - Toggle option on and off.
Show Snap Plane Color
Grid Snapping - Provides an option to toggle on and off Grid Snapping.
Snapping to certain target objects such as trees is not a perfect snap due to the construction of the object.
Snap Each Object Along Axis
Snap Each Object Along Axis provides a way to snap objects along the Select Snap Axis. When the Snap Each Object Along Axis option is toggled On, and Select Snap Axis is set to Bottom, the object snaps onto the ground. If this is a different axis, it “projects” the objects along the axis until it hits something in the level.
If you have the Snap Each Object Along Axis toggled Off, but after placing your objects decide you want to snap them, you can use the Snap Each Object button to do a one-time Snap Along Axis, based on the current Selection Snap Axis setting.
You may still need to tweak the placement of objects when using this option due to their construction, such as trees.
Ignore Duplicated
Ignore Duplicated toggles whether the Snap tool will ignore actors that were previously duplicated. This tool is used to place several objects tightly together, such as trees, without snapping to a location where a tree is already placed in the viewport.
Snap To Hidden
Snap to Hidden controls the Snap To Target tool in order to avoid snapping objects to other objects that are temporarily hidden in the Editor, for example, the “eyeball” in the outliner. Although the default option of this setting is to avoid snapping to objects hidden in the editor, you can turn On “Snap To Hidden” to snap all objects regardless of their hidden state.
Duplicated Offset Amount
Duplicated Offset Amount provides a way for you to adjust the offset of duplicated objects in the viewport. This setting also increases the visibility of duplicated objects to cause them to stand out in the viewport as well.
Vertical Offset
Vertical Offset provides a way for objects to float or sink into the ground such as trees. The offset amount entered is “remembered” between tool invocations, but restarting UEFN resets the value. There is a Vertical Offset property that can be interactively adjusted using a hotkey and the Mouse Wheel, or entered manually.
Snap Each Object Along Axis overrides the Vertical Offset if the Selection Snap Axis is Bottom, for example, when you’re snapping objects to the ground.
Vertical Offset Increment
Vertical Offset Increment scales the amount the Mouse Wheel moves the selected object(s) up or down.
Selection Snap Axis
Selection Snap Axis provides a way to confidently snap a selected object (such as a building or prop) for air-tight construction. The LUF widget in the left corner of the viewport helps determine the snap location on the selected object’s bounding box.
Some props, such as posters, have a face that is meant to be displayed outward. To ensure the selected object snaps to the target with the proper side out, rotate the object’s bounding box so the desired side is facing out.
The bounding box location is determined by the selected object’s bounding box side:
Left
Right
Front
Back
Top
Bottom
Center
To use the Selection Snap Axis tool:
Select the object’s bounding box orientation from the list of sides: left, right, front, back, top, bottom, or center.
Select an object in the viewport.
You can duplicate the object at this point by selecting Duplicate Selected.
Press and hold X.
Move your mouse toward the area where you want to snap the object. The object automatically follows your mouse.
Release X and click Complete.
When Duplicate Selected is toggled On, every time you left-click while holding X, duplicates are placed in the scene.
Snap Location
| Snap Location | Description | GIF |
|---|---|---|
Left | Snaps the selected object by its left side. | |
Right | Snaps the selected object by its right side. | |
Front | Snaps the selected object by its front side. | |
Back | Snaps the selected object by its back side. | |
Top | Snaps the selected object by its top side. | |
Bottom | Snaps the selected object by its bottom side. | |
Center | The Center option works by selecting the target to snap the selected object onto. |
Show Snap Axis Plane
Show Snap Axis Plane provides a way to toggle on and off the snap axis plane on the bounding box.
Snap Axis Plane Color
Snap Axis Plane Color provides a way to add color to the plane the selected object snaps to. The Center option does not have a visible color.
Grid Snapping
Grid Snapping can be toggled on and off. When enabled, the mouse pointer snaps to the world grid and the grid becomes visible providing a way to predict where the snapping occurs. This includes a “Radial Fade” property that makes the visible grid fade out on the edges, allowing you to more easily see the nearest grid points. The color, opacity and line thickness of the Snap Grid can be customized.
The size of the grid, and the snapping, is not currently connected to the Viewport’s Snap controls. You must use the Grid Snapping properties in the Snap To Target tool to control this.
3D Select
3D Select provides a quick way to make large changes to an island by wrapping multiple selected objects inside a bounding box — any object fully inside the bounding box is selected. Once the bounding box appears in the viewport, it can be edited quickly.
To use the 3D Selection tool:
Select the side of an asset to create the first side of the bounding box.
Select the opposite side of the asset to create the bounding box.
Scale the bounding box to cover all the assets you want selected with the mouse wheel or using the arrow widgets.
There are convenient hotkey-driven viewport shortcuts for quickly viewing only selected, hiding only selected or showing all.
The 3D Select bounding box includes all assets, even those contained within a building, and reports how many objects are selected within the bounding box.
3D Select has four main parts:
Tool Information - Classifies the information about what is inside the bounding box as Selected Objects, Actor, or Class.
Shortcuts - Provides hotkeys for Resize Volume, Scale Volume Uniformly, and Cycle Object Visibility.
General - General usage options for the tool that includes Object Visibility, Use Edge Scaling, and Transform Gizmo Sensitivity.
Appearance - Controls the visibility of the bounding box through the following options: Show Mesh Bounding Box, Bounding Box Line Thickness, and Bounding Box Line Color.
Resize Volume
With at least one object selected, hold the Resize Volume shortcut (X). Resizing widgets will appear in the viewport. Adjust the volume size while holding the Resize Volume shortcut and dragging the widgets. The entire box quickly scales using the mouse wheel to scale the whole box up by Left, Right, Up, Down, Forward, and Backward positions.
Scale Volume Uniformly
Holding X and scrolling the mouse wheel scales the bounding box uniformly in all directions.
Do not try to use the middle of the transform widget to scale the bounding box. This moves the box in the direction of the mouse instead of increasing or decreasing the bounding box size.
Cycle Object Visibility
Pressing V cycles through the different Object Visibility options without having to manually select a visibility option from the dropdown menu.
Object Visibility
Object Visibility provides a way to view the bounding box and its contents based on the setting.
Show All
Show All ensures all objects that were visible when the tool started are visible again. Show All in the 3D Select Tool remembers what was visible when the tool started.
This is not the same as the Show All Actors (Ctrl+H) viewport menu item, which shows all actors.
Isolate Selected Objects
Isolate Selected Objects shows only the selected objects. This is often the most useful mode when first adjusting the bounding box. This will update dynamically as the bounding box is adjusted and objects are selected or unselected.
Hide Selected Objects
Hide Selected Objects hides all selected objects. You can use this to see if anything remains unselected. This will update dynamically as the bounding box is adjusted and objects are selected or unselected.
Edge Scaling
Edge Scaling provides a way to drag each side of the bounding box without affecting the other edges. This setting can be turned off and replaced with a more traditional Scale and Translate widget. Increase the Transform Gizmo Sensitivity to rapidly grow the selection box using the mouse wheel when using Edge Scaling.
Larger sizes will slow down the performance of the tool as more objects enter the selection bounds.
See Scale Volume Uniformly above for more information.
There is currently no way to rotate the bounding box.
As you resize the bounding box, objects that are fully enclosed will be selected and highlighted in the viewport and Outliner.
When you finish selecting, exit the tool by pressing Esc, or by clicking Complete in the viewport. With all assets selected in the bounding box you can use another asset action such as Grouping, or use the Snap To Target tool for quick asset duplication and placement in the level.
It is slightly faster to use the Snap To Target tool to duplicate assets. See the Selection Snap Axis section for more information.
Transform Gizmo Sensitivity
Determines the speed the bounding box increases and decreases when using the mouse wheel to scale the bounding box.
Show Mesh Bounding Box
The Show Bounding box Mesh visualizes what is inside or outside the bounding box. It adds a fog box inside the bounding box for visual clarity, but does not affect how the tool works.
Bounding Box Line Thickness and Bounding Box Line Color
The Bounding Box boundary lines can be adjusted if they are difficult to see. These options are for visual clarity only and do not affect how the tool works.
Filters
Filter tools provides a number of filtering options that provide a way to focus on the type of asset. The first filtering tool is Filter Mode. Filter Mode has four options; None, Label, Class, and Exclude (Exclude is the default value). Setting Filter Mode to None means no filtering is in use.
Exclude causes the Bounding Box to filter out assets:
Include Label - Includes assets that have the label defined in the array element.
Include Class - Includes assets that have the class defined in the array element.
Exclude Label - Excludes assets with the label defined in the array element.
Exclude Class - Excludes assets with the class defined in the array element.
Label and Class names are used to include and exclude assets:
Include Label - Includes assets that have the label defined in the array element.
Include Class - Includes assets that have the class defined in the array element.
Exclude Label - Excludes assets with the label defined in the array element.
Exclude Class - Excludes assets with the class defined in the array element.
If you change Filter mode to Include and the Include array is empty, nothing will be selected. It is recommended to set Filter Mode to None or Exclude then populate the Include filter fields.
Partial words work when searching for objects in the array element. For example, typing “landscape” in Include Label matches any object with the word “landscape” in it.
Likewise, typing “hedge” in the Include Class field matches any class containing “hedge”.
Hotkeys can populate the various Filter fields, see the Shortcuts section of the tool’s properties. The hotkeys take the full Label or Class name. To make your matches more general, edit the string after the hotkey has added the label name.
In the example above, objects belonging to the CP_BP_Apollo_Hedge_Straight_C class will be excluded, as will objects labeled as landscape and Ground.
In the example above, objects belonging to the CP_BP_Apollo_Hedge_Straight_C and CP_Apollo_Street_UrbanLight_01_C classes will be selected, no matter how big the selecting bounding box gets.
Static Mesh Optimize
The Optimize Static Mesh tool is a performance and memory analysis tool that highlights specific static mesh assets and explains why they are less performant.
To use the Optimize Static Mesh tool:
Select Run Tests. A series of collection sets will be created under StaticMesh_Health.
Select Next Static Mesh, the problematic asset is selected in the content browser.
In the Tool Information panel, the name of the asset and any associated issues are listed.
The Optimize Static Mesh tool has two main tools:
RunTests - This tool searches assets you created or imported in the main project folder, but doesn’t search Fortnite assets or assets that ship with UEFN.
Next Static Mesh - Syncs the Content Browser to the next problem asset.
Run Tests
Selecting Run Tests causes the optimization tool to search and review static mesh assets. When issues are found, a series of collection sets are created in the Content Browser under StaticMesh_Health where the affected meshes are grouped according to their issue severity type. The tool automatically shows the highest severity collection first after the tool is run.
Collections are labeled according to an issue’s severity; Minor, Moderate, or Severe. Severity is the number of issues found with an asset. An asset with a single issue is Minor, an asset with two issues is Major and an asset with three or more issues is Severe.
Select a severity type from the Collection To Cycle Through dropdown menu to filter and target high-impacting issues first.
If no issues are detected, a “No problems found” message displays and the tool doesn't create any collections.
Under StaticMesh_Health, a list is created of the issue severities and the number of issues associated with assets grouped under the named severity level.
Next Static Mesh
Selecting Next Static Mesh focuses on the next severity level collection after finishing going through the first collection. Hover on the tool tip next to an issue to see the issue details. Tooltips reveal a potential fix suggestion and why the asset should be fixed.
Fix the issues outlined in Tool Information, then test your meshes again to ensure the issues have been resolved. See the Memory and Optimization documentation to learn more about optimizing your assets.
Optimize Texture
The Optimize Texture tool is a performance and memory analysis tool that highlights specific texture assets and explains why they are less performant.
To use the Optimize Texture too:
Select Run Tests. A series of collection sets will be created under Texture_Health.
Select Next Texture, the problematic asset is selected in the content browser.
In the Tool Information panel, the name of the asset and any associated issues are listed.
The Optimize Texture tool has two main tools:
RunTests - This tool searches assets you created or imported in the main project folder, but doesn’t search Fortnite assets or assets that ship with UEFN.
Next Texture - Syncs the Content Browser to the next problem asset.
Run Tests
Selecting Run Tests causes the optimization tool to search and review texture assets. When issues are found, a series of collection sets are created in the Content Browser under Texture_Health where the affected textures are grouped according to their issue severity type.
Collections are labeled according to an issue’s severity; Minor, Moderate, or Severe. Severity is the number of issues found with an asset. An asset with a single issue is Minor, an asset with two issues is Major and an asset with three or more issues is Severe.
Select a severity type from the Collection To Cycle Through dropdown menu to filter and target high-impacting issues first.
If no issues are detected, a “No problems found” message displays and the tool doesn't create any collections.
Under Texture_Health, a list is created of the issue severities and the number of issues associated with assets grouped under the named severity level.
Next Texture
Selecting Next Texture focuses on an asset in the Content Browser and details all the issues with that asset under Tool Information. Hover on the tool tip next to an issue to see the issue details. Tooltips reveal a potential fix suggestion and why the asset should be fixed..
Fix the issues outlined in Tool Information, then test your textures again to ensure the issues have been resolved. See the Memory and Optimization documentation to learn more about optimizing your assets.
Travel Time
The Travel Time tool measures distance and travel time between two or more points that you place in the level. Travel Time has a number of options to tweak the travel information the tool provides. A set of Movement Presets lets you quickly select the speed you want to use to calculate the time between points.
The placed Travel Time Spline actors are not saved in the project or uploaded to the server, and will not alter your level’s memory or file budget.
To use the Travel Time tool:
Select Travel Time, then left-click in the viewport to place the first Travel Time Spline.
Click another location in the viewport to place a second Travel Time Spline. A segment appears that indicates the distance and travel time between those two points.
Continue to place Travel Time Splines by clicking other travel locations.
The total distance and time is also displayed in the Tool Information section of the properties panel.
Travel Time has six main options:
Tool Information - Reports information based on Total Distance and Total Time.
Shortcuts - Provides shortcuts for the following Travel Time tools:
Move Segment - Causes Transform widgets to appear at all major Travel Time Splines.
Divide Segment - Divides the time recorded on the selected Travel Time Spline.
Delete Segment - Deletes the selected segment.
Add Segment to Beginning - Adds a Travel Time Spline and segment to the beginning of the first Travel Time Spline.
Actions - Provides tools for working with segments and splines:
Clear Current Segment - Removes all segments from the current spline object.
Clear Other Spline - Removes all other Travel Time splines besides the current spline object.
Locomotion - Provides a set of tools that represents the travel data based on:
Movement Presets - A dropdown menu with all the movement modes in Fortnite.
Movement Speed - The tool used to calculate travel time across segments. The Movement Presets set this speed, but you can manually change the speed by dragging the speed bar in the field.
Movement Speed Multiplier - This value multiplies with the Movement Speed property. Numbers lower than 1 cause players to move slower, numbers higher than 1 cause players to move faster.
General - A set of tools that determine how the Travel Time Splines arrange in the viewport based on:
Follow Surface - A set of options to determine what surface area the Travel Time Splines follow.
Grid Snapping - A toggle that determines whether or not segments snap to the grid when placed.
Grid Snap Size - Determines the size that grid segments will snap to.
Distance Units - The units used to show distance in the per-segment cards, and the tool Information.
Time Units - The units used to show time in the per-segment cards, and the tool Information.
Configurable Units - Provides a way to change the Distance and Time measurements.
Appearance - Controls the appearance of the segments in the viewport using the following controls:
Text Size - Determines the size of the Travel Time text.
Text Color - Determines the color of the Travel Time text.
Text Background - Determines the opacity of the Travel Time text background.
Use Straight Lines - Turns the segments into straight lines.
Segment 1 Color - Changes the color for every odd segment.
Segment 2 Color - Changes the color for every even segment.
Segment Line Thickness - Changes the segment line thickness.
The Grids Distance Unit setting uses the Grid Snap Size property in the Travel Time tool, not the Viewport’s Grid settings.
Movement Presets
A core feature of the Travel Time tool is the Movement Presets property. This option has a number of common character movement speeds, and while in the Travel Time tool, changing this setting updates the results of the Travel Time tool itself.
The Movement Presets default preset is Run, which is what characters in Fortnite do when there is no other modifier.
Changing this option to Tactical Sprint causes the time between segments to reduce because the character is moving faster.
Movement Speed
The Movement Speed setting is used to determine the travel time between splines by pulling travel information from Movement Presets and Movement Speed Multiplier to calculate how long it will take players to travel between spline points based on that data.
The default speed calculated can be manually increased and decreased by dragging in the Movement Speed field.
Movement Speed Multiplier
The Movement Speed Multiplier setting is used to adjust character movement speed in UEFN. This is an intuitive multiplier on the Movement Speed. Setting Movement Speed Multiplier to 2.0 reduces the Total Time by half since the character is moving twice as fast.
Follow Surface
By default, the Travel Time Spline created connects the spline points without considering the other objects in the level. The property Follow Surface is used to push the spline down onto whatever is underneath. This is especially useful when calculating a character traveling across different landscapes, from land to a bridge, then up a hill, for example.
Below is an example of the Travel Time spline with Follow Surface set to Off. Notice how the spline hangs in the air then clips through the building on the beach.
Follow Surface has two options that cause Travel Time Splines behave differently:
All Surfaces
Landscape
All Surfaces is the most commonly used option because it finds whatever is under the spline and pushes it down onto those surfaces. The same spline pictured above is set to All Surfaces. Note that the spline tries its best to conform to the building but isn’t 100% accurate.
Landscape only pushes the spline down onto an object with landscape in the name. This can be useful if you are timing a character that runs on land but not under a bridge, or overhang on a building. This option would then ignore the bridge and overhang, and only project onto the ground, assuming the ground has landscape in its name.
In the image below, the same spline is set to Landscape. Note that Segment 2 is significantly shorter as the spline is not climbing the building at all.
With the building hidden, you can see how the spline lays on the landscape surface and calculates the time travel distance without the building.