Validation and Fix-Up Tool
In Unreal Editor for Fortnite (UEFN), your projects are run through a validation process to ensure that the project data supplied is valid and usable. UEFN projects are processed, validated, and run on Epic’s servers.
Not all of the assets and objects that are available in Fortnite or Unreal Engine 5 can be used in UEFN projects, so this check is important to do before you upload your project. A validation check is run on your project before it’s uploaded, and again once it's on Epic’s servers, to check that everything in your project is configured correctly before it is processed.
When you have objects with properties that don't meet UEFN’s conditions, your project won't process properly. This means you won’t be able to launch a session, and you won’t be able to publish.
These validation checks change over time as UEFN changes.
UEFN Validation Checks
UEFN runs the following validation checks:
- Specific platforms - UEFN projects can run on mobile platforms, which have significantly less memory available than console platforms.
- Allowed types and assets - UEFN supports most but not all of the types allowed in UE5.
- Total texture size and texture usage - This helps your project run with less memory, especially on console platforms.
- Property validation - Some object properties don't work on every platform that UEFN supports, so these properties are disabled in UEFN.
- Reference validation -If your project references Fortnite content, you can only reference it via the published, stable API.
- Fortnite Implementation - The game is big and built on top of the engine, and choices made along the way sometimes mean some Unreal features cannot coexist. A great example is that Fortnite uses dynamic lighting, and baked lighting would not work in combination.
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