Blueprint Foliage Paint

?? Warning ? This step requires Modded UEFN.

Learn more here


Blueprint Painting Setup (Actor Foliage)

To enable Blueprint painting, we use a modded [ .pak ] file that exposes the Actor Foliage Type to the editor. This allows Blueprint actors to be painted using the Foliage tool instead of standard static meshes.

  • Step 1: Create an Actor Foliage Type

    In the Content Browser, right-click and create a new Foliage Type → Actor Foliage asset.

    Open the newly created Actor Foliage asset.

    Locate the field labeled Actor Class and assign the Blueprint actor that should be painted (this defines which Blueprint will be spawned by the foliage system).

  • Step 2: Add a Temporary Static Mesh Foliage

    UEFN does not allow Actor Foliage assets to be added directly to the Foliage Paint Mode. To work around this limitation:

    Enter Foliage Paint Mode from the top-left editor mode menu.

    Add a temporary Static Mesh Foliage asset to the foliage list.

    Right-click the temporary Static Mesh Foliage entry in the foliage list.

    Select Replace and choose your previously created Actor Foliage asset.

  • Step 3: Paint Blueprint Actors

    Once replaced, the foliage slot now uses the Actor Foliage configuration. You can now paint directly in the viewport, and the system will spawn the assigned Blueprint actor instead of a static mesh.


Purpose and Benefits

  • This workflow enables:

    Painting Blueprint actors with the same tools used for foliage placement

    Procedural and efficient placement of interactive or scripted actors

    Greater control over complex environment elements that require Blueprint logic

    By leveraging the modded pak file and the Actor Foliage system, Blueprint actors can be integrated seamlessly into the foliage painting workflow while maintaining editor stability and performance.


How to use

Download Here

  • Step 1: Download the File on the Resource Hub to get the laters Version
  • Step 2: The file has to be located in the base Fortnite Pack location for base installs it is C:\Program Files\Epic Games\Fortnite\FortniteGame\Content\Paks
  • Step 3: After the placement in the game Files you need to restart UEFN.

Important: You cant start a Test session with the mods installed to remove it.

  • Stop UEFN
  • Delete the pak file.
  • Start UEFN.