Unreal Editor for Fortnite (UEFN) has a Fab integration that provides direct access to Fab where you can import third party assets into your UEFN projects to create a truly unique island. Browse the different asset categories to find the perfect custom assets for your island.
Browse assets in Fab from the Epic Games launcher before opening UEFN. For more information, see Exporting Assets from Fab in Launcher.
Assets compatible with UEFN and Fortnite Creative are curated and modified to work with Fortnite islands. When browsing Fab, look under Included formats:
UEFN Source means you download the publisher's project files and edit them in your own project.
UEFN means you use the asset through its Verse path and receive the publisher's updates automatically.
Fab is available from the Window menu or by clicking the Fab button in the Content Browser.
You can dock the Fab window into the UEFN interface.
If you don’t have Fab 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 entitlements and to continue on to Fab.
Browsing Custom Assets
Use the Fab UI to navigate through the thousands of assets available. To view a larger selection of assets, toggle the Include 3D compatible formats button.
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.
Adding these customized pieces and packs to your project makes your island stand out because they aren’t Fortnite assets.
When using 3D models from Fab, be aware that some require a lot of memory and may not perform well on some platforms.
Importing Fab Assets
Follow the instructions below to import an asset into UEFN.
Click Window > Fab from the menu bar. The Fab window opens.
Select an asset tile.
Select a License from the License dropdown.
Click the Buy Now button to purchase an asset and add it to your files in the Content Browser.
If the asset is free, click Add to Content Browser to add the asset to your files in the Content Browser.
Imported assets appear in the Content Browser under the main project folder in a new folder entitled, Referenced Content.
Some Fab assets have an option to select Modifiable Content.
For information about selling your creations on Fab, see Publishing Assets for Sale.
Referenced Content
Referenced content refers to assets that are compatible with UEFN and Fortnite . These assets can be used in UEFN projects by using a Verse path to reference assets imported from Fab in Verse code.
When purchasing an asset through Fab, the Included formats section provides asset update information as well as UEFN compatibility data, such as:
The collision ready status.
Optimization for Fortnite vertex, materials, and textures.
Scale of the asset in Fortnite units.
The benefits of using a referenced asset are:
Faster moderation times.
Your asset is always current with the latest version from its asset developer.
Reduced disk space and cook times.
Verse Path
A Verse path is the global namespace for identifying your Fab assets. These paths are persistent, unique, and discoverable by any Verse programmer.
Exposing your Fab assets to Verse provides a way to use them from your Verse code to create unique gameplay or events. Adding assets using their Verse path means you will not be able to set LODs, collision or destructibility.
For more information about using a Verse path, see Exposing Assets with Asset Reflection to Verse.
License Types
All available assets in Fab use licensing agreements to legally authorize you to use someone else's intellectual property. You must select a pricing tier before completing a purchase. Free assets are licensed through Creative Commons Attribution.
Purchasable assets are categorized with one or more of the following standard license types:
UEFN - Reference only: A license that covers an individual developer or a small team with no more than $100k of revenue or funding in the last 12 months. This type of license only includes a referenced version of the asset. This license is not available for UEFN Source content, because you receive the project files themselves.
Personal: A license that covers an individual developer or a small team with no more than $100k or revenue or funding in the last 12 months.
Professional: For studios or other entities with over $100k in revenue or funding in the past 12 months.
Pricing tiers vary by asset and standard license type.
Creative Commons Attribution
Creative Commons Attribution requires you to give appropriate credit to the asset’s developer when using their work, along with providing a link to the license and indicating if changes were made to the asset.
This license type has a set of predefined permissions for the use of the asset within specific limits. These permissions typically cover allowance for common uses, such as:
Copying
Distributing
Displaying
Creating derivative works that credit the original developer
Regardless of license type, you must provide attribution to third party assets used on your island when you publish. To learn more about providing attribution, see Third Party Assets in the Using Creator Portal documentation.
Using Modifiable Content
Modifiable content refers to assets you can modify in line with the constraints of the license agreement. After importing modifiable content, 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.
In UEFN, modifiable content means:
The asset is detached from any updates its developer makes and results in slower moderation times.
You can set the LODs, collision, and destructibility to make the asset unique.
Downloading Source Content
When a listing includes the UEFN Source format, you can download the publisher's project and import it into your own project. Listings without a source format do not offer this.
To download UEFN Source content:
In the menu bar, click Window > Fab. The Fab window opens.
Select a listing that includes UEFN Source, and select a License (Personal or Professional).
Purchase the listing, or add it if it is free.
Choose the download option. Unreal Editor for Fortnite downloads the files, imports them into your project in a new folder, and downloads any assets that the project references.
Source content and updates
After you download source content, it is yours to edit and does not change. If the publisher updates their listing, you keep the version you downloaded. To use the newer version, download the listing again.
Review of source content
When a publisher first submits a source listing, Epic Games reviews it to confirm that it functions in the current live UEFN release as advertised. Content is reviewed again for Fortnite when you publish an island that uses it, so content that does not pass review blocks your island, not the publisher's listing.
Note: Epic Games’s review of source content checks functionality only. Epic does not verify or guarantee that UEFN Source content on Fab complies with the Fortnite Developer Rules or the Epic Games Content Guidelines. You are responsible for making sure all content in your island, including content you get from Fab, meets these requirements before you publish.
Importing Packs
Packs are multiple assets sold together in a single file and are purchased the same way you would any other asset. Packs are usually modular with all assets inside a pack created using the same style. Packs may include some unique assets that cannot be found elsewhere on their own. The singular assets of a pack are not always available for individual sale on Fab.com.
Packs can be delivered as referenced assets through a single Verse path. The assets in a pack can be individually referenced within UEFN by dragging pack items from the Content Browser into the viewport.
Removing a pack asset from a project does not remove that asset from the pack listed under 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. This limit applies to everything in your project, including content you downloaded in the UEFN Source format. A source project can be much larger than 256 MB, so check your project size after importing one. After you download the UEFN Source project you can remove assets that you don’t need to reduce your UEFN project size before you publish.
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 Referenced Content folder.
Referenced assets are not compatible with Scene Graph Beta. Content in the UEFN Source format is compatible with Scene Graph Beta. If you are working in Scene Graph Beta, check the listing's Included formats before you buy.