Converting your asset into a prop determines how your asset interacts with player characters, devices, other props, and the phone tool in Fortnite Creative. You can even decide how your asset handles gameplay elements like damage and destruction, and which resource type is dropped when the asset is destroyed.
Configuring a Resource Type
To configure the resource type:
- Right-click in the Content Browser and select Create Blueprint Class > Select BuildingProp.
- Name the Blueprint for the BuildingProp.
- Double-click on the BuildingProp Blueprint in the Content Browser.
- Drag the static mesh into the Static Mesh field of the BuildingProp, or search for "DarkVillage" in the dropdown list.
- Scroll to Resource Type and choose the option that best suits your prop. In this example, the resource type is wood.
- Type attributes into the search bar, then make the following changes under both Attribute Init Keys:
- Change the Initialization Category to PropWood.
- Change the Initialization Subcategory to 2.
- Click Compile > Save. If the Blueprint compiles successfully, the icon displays a green checkmark.
If you close your Blueprint Editor, you can open it again from the Content Browser by selecting the blueprint in your custom asset’s folder and double-clicking.
The static mesh now has wood properties. The next step provides wood resources when the prop is destroyed.
Configuring Damage and Destruction

- Type can be into the search bar and check Can be Damaged if it isn’t already checked.
- Type socket into the search bar. Under the Effects section, the Death Particle Socket Name should prepopulate to FX_Death. If the field is blank, type that name.
FX_Death is a recommended default, but the Death Particle Socket does not necessarily need to use this naming convention, so use any name you want. As long as the string you type in the Socket Manager matches the Death Particle Socket Name, the effect will trigger correctly.
- Double-click Static Mesh in the Content Browser to open the Static Mesh Editor.
- Switch to the Socket Manager tab (1), or open it by selecting Window > Socket Manager in the menu bar.
- Click + (2) and type FX_Death (3) in the naming field. The string you type here must match the string you used for the Death Particle Socket name.
- With the FX_Death Socket still selected in the Socket Manager, use the translate arrows to adjust the pivot point of the FX_Death effect. Just beneath the seat of the chair is suitable for this prop.

- Click Save in the Static Mesh Editor.
Now that your asset has been converted into a destructible prop, you will need to playtest your prop to make sure that the amount of damage and destruction make sense for the object, and that resources are delivered after the prop has been destroyed.
Indestructible Prop
- Right-click in the Content Browser and select Create Blueprint Class > Select BuildingProp.
- Name the Blueprint for the BuildingProp.
- Double-click the BuildingProp Blueprint in the Content Browser.
- Drag the static mesh into the Static Mesh field of the BuildingProp, or search for your asset by name.
- From the Searchbar in the Details panel, search for Building Type. Ensure that it is set to Prop.
- Search for Resource Type and ensure the setting is set to None.
- Search for Allow Resource Drop and ensure this is unchecked.
- Search for Can be Damaged and uncheck the box.
- Click Compile > Save to save your asset as an indestructible prop.
Your asset is now registered as a prop and can interact with devices and other props. It is also detectible by the phone tool in Fortnite Creative.