Unreal Editor for Fortnite (UEFN) includes a resource for importing custom props into UEFN projects, called the Fab Marketplace. These custom props are curated from sources such as Sketchfab, Unreal Engine Marketplace, and Quixel, and have been modified to work with UEFN and Fortnite Creative. The Fab Marketplace acts like the Unreal Engine Marketplace. Browse through the different prop categories to find the perfect prop for your experience.
The Fab Marketplace lets you import unique assets from the library. When the Fab Marketplace is open, you can be docked in UEFN.
Fab Marketplace is available from the toolbar, click the Fab icon to open the Fab Marketplace. Fab is also available from the Window menu.
If you don’t have Fab Marketplace in the Window options list, an end user license agreement opens in a popup. You must accept all the terms and conditions to get the Fab Marketplace entitlements and to continue on to the Fab Marketplace.
Browse Custom Assets
The Fab Marketplace UI is easy to navigate through the thousands of assets available.
- Assets have a unique look and feel, and are optimized to work in Fortnite while running on different platforms. Assets are free of advertisements and promotional material, and must remain free of advertisements.
- Adding these customized pieces and packs to your project makes your island stand out because they aren’t available through the Creative Toolset inside Fortnite Creative.
When using 3D models from the Fab Marketplace, be aware that some require a lot of memory and may not perform well on some platforms.
If you’ve imported an asset as a modifiable Unreal Engine asset into UEFN, you can set LODs, collision, and destructibility to make the asset unique. If you’ve added assets using their Verse path, you will not be able to set LODs, collision or destructibility.
Importing Assets
Follow the instructions below to import an asset into UEFN.
- Click Window > Fab Marketplace from the menu bar. The Fab Marketplace window opens.
- Select whether you want to download the asset as a referenced asset or a modifiable Unreal Engine asset.
- Click the Add to Content Browser button to add the asset to your files in the Content Browser.
- Alternatively, drag an asset into the Viewport. After the asset finishes downloading, it appears in the Viewport.
Adding a referenced asset means you’re adding the asset to your project using its Versepath. The benefits of using a referenced asset are:
- Your asset is always current with the latest version from its asset creator.
- Reduced disk space and cook times.
- Faster moderation times.
Adding an asset as a modifiable Unreal Engine asset means this asset will be detached from any updates its creator makes and will result in slower moderation times.
When an asset finishes importing, the asset’s folder appears in the Content Browser under the main project folder. This folder contains all the import data for your imported asset: materials, meshes, and textures.
How to Use Packs
Packs are single Referenced files containing multiple assets. The individual assets are not available as referenced but can be added to content browsers as source unreal assets.
Packs allows you access to multiple assets that are purchased as one. Packs may include some unique assets that cannot be found elsewhere on their own.
Packs are purchased the same way you would any other asset.
The only difference is that when you add a pack to the project/content browser, all the assets in the pack will appear within the project. Removing from the project will not remove that asset from the pack from “My Purchases”
Limitations
If the total file size of all assets exceeds 256 MB, you will not be able to deploy the level to Fortnite Creative. This limitation is to minimize download times.
You can check the size of all content by going to File Explorer/Finder and locating the project under Fortnite Projects > ProjectName > Plugins > ProjectName > Content, and right-clicking the Emporium folder.