Performance Mode: metal builds use full-quality desktop assets
Fortnite 43.10, Windows, Performance Mode. Asset-only fix: 3 texture settings and 12 mesh LODs. No new art and no blueprint changes are needed.
The problem
In Performance Mode, wood and brick player builds switch to their simple mobile version. Most metal pieces do not: the metal wall, floor, window edits, roof edits and others keep the full-quality desktop material, textures and build animation. The wood switchback stairs edit has the same problem. Even the metal pieces that do switch load full-size 2048×2048 "mobile" textures.
How the working pieces are set up
- Mesh
/Game/Packages/PBW/<Wood|Brick|Metal>/L1/PBW_<W|B|M>1_<Shape>has two material slots: [0] desktop, [1]*_Mobile. - Quality Level Min LOD sends Low quality (Performance Mode) to a low LOD: wood LOD 2, brick LOD 1, metal LOD 3.
- That low LOD is simplified geometry UV'd for the mobile texture atlas, and its section uses slot [1].
- The blueprint (
/Game/Building/ActorBlueprints/Player/<Wood|Stone|Metal>/L1/PBWA_*1_*) maps each static material to its animating version, so the build and damage animations follow whichever material the visible LOD uses.
Good examples to copy: PBW_M1_HalfWall and PBW_M1_StairW (LOD 3 uses slot [1] Metal_lvl1_Static_INST_Mobile), PBW_W1_Solid, PBW_W1_StairT.
Fix 1: reduce the metal mobile textures
Open each texture in the Texture Editor and set Details → Level Of Detail → LOD Bias = 2 (2048 → 512, same as wood), then save.
| Texture | Now | Set |
|---|---|---|
/Game/Packages/PBW/Metal/Textures/Mobile/T_PBW_M1_Mobile_D | 2048, LOD Bias 0 | LOD Bias 2 |
/Game/Packages/PBW/Metal/Textures/Mobile/T_PBW_M1_Mobile_N | 2048, LOD Bias 0 | LOD Bias 2 |
/Game/Packages/PBW/Metal/Textures/Mobile/T_PBW_M1_Mobile_S | 2048, LOD Bias 0 | LOD Bias 2 |
For comparison: wood T_PBW_W1_Mobile_D/N/S are 512 (LOD Bias 2), brick Brick_Wall_Mobile_D/N are 512 (LOD Bias 1).
Fix 2: give 12 meshes a working mobile LOD
| Mesh | LODs | Perf LOD | Material slots now | Problem |
|---|---|---|---|---|
Metal/L1/PBW_M1_Solid (wall) | 4 | 3 | Static_INST + Static_INST_Mobile | A |
Metal/L1/PBW_M1_WindowC | 4 | 3 | Static_INST + Static_INST_Mobile | A |
Metal/L1/PBW_M1_WindowSide | 4 | 3 | Static_INST + Static_INST_Mobile | A |
Metal/L1/PBW_M1_BalconyS | 4 | 3 | Static_INST + Static_INST_Mobile | A |
Metal/L1/PBW_M1_Floor | 5 | 3 (and 4) | Static_INST only | B |
Metal/L1/PBW_M1_StairF | 4 | 3 | Static_INST only | B |
Metal/L1/PBW_M1_RoofO | 4 | 3 | Static_INST only | B |
Metal/L1/PBW_M1_RoofS | 4 | 3 | Static_INST only | B |
Metal/L1/PBW_M1_RoofWall | 4 | 3 | Static_INST only | B |
Metal/L1/PBW_M1_Windows | 4 | 3 | Static_INST only | B |
Metal/L1/PBW_M1_DoorSide | 4 | 3 | Static_INST only | B |
Wood/L1/PBW_W1_StairR (switchback stairs) | 4 | 2 | Wood_lvl1_Static only | B |
A = the mobile slot exists but no LOD uses it. B = there is no mobile slot. On all 12, every LOD uses slot [0] (desktop).
Important: these low LODs are decimated copies of the desktop mesh, UV'd for the desktop atlas. Only re-pointing the section to the mobile material gives a scrambled texture. Each mesh needs a real mobile LOD like its working siblings.
Steps in the Static Mesh Editor, for each mesh above:
- Problem B only: Details → Material Slots → +, set the new slot [1] to
/Game/Packages/PBW/Metal/Materials/Metal_lvl1_Static_INST_Mobile(wood:/Game/Packages/PBW/Wood/Materials/Wood_lvl1_Static_mobile). - Author the mobile LOD the same way as the working siblings: simplified geometry with UVs for the mobile atlas (
T_PBW_M1_Mobile_*/T_PBW_W1_Mobile_*). Import it at the Perf LOD index (LOD Picker → Custom → LOD N → Import LOD). - LOD N → Sections → Section 0 → Material = slot [1]. For
PBW_M1_Floordo LOD 3 and LOD 4. - Leave Quality Level Min LOD as it is, then save.
Build and damage animations
No blueprint change is needed. All level-1 build blueprints already map *_Static_INST_Mobile → *_Wall_Mobile
(and *_Wall_Damaged_Mobile), for example PBWA_M1_Solid: Metal_lvl1_Static_INST_Mobile → Metal_lvl1_Wall_Mobile.
Once a mesh's Performance Mode LOD uses slot [1], its build and damage animations switch to the mobile versions automatically.
The new mobile LOD's UVs must also fit Metal_lvl1_Wall_Mobile / Metal_lvl1_Wall_Damaged_Mobile (same atlas, build mask T_PBW_M1_Mobile_M).
Optional
No door mobile texture has a LOD Bias (wood T_PBW_W1_Door_Mobile_* 1024×2048, brick Brick_Door_Mobile_* 1024, metal T_PBW_M1_Door_Mobile_* 2048). If doors are not meant to stay sharper, give them the same LOD Bias.
Delivery
This is an asset-only content change, so it can't ship as a hotfix, but it is a small download that can go into any regular update.
Images
Every build shape in wood, brick and metal, at full quality (DX12, LOD 0) and as Performance Mode draws it (the real Perf LOD with the shipped materials). Working metal pieces show the green mobile panels; broken ones keep the colorful desktop patchwork. Click any row to view it full screen.
Walls and wall edits

Solid Performance Mode uses the desktop material (metal)
HalfWallDoor
HalfWallDoorS
HalfWallHalf
HalfWallS
QuarterWallHalf
QuarterWallS
RoofWall Performance Mode uses the desktop material (metal)
WindowC Performance Mode uses the desktop material (metal)
WindowSide Performance Mode uses the desktop material (metal)
Windows Performance Mode uses the desktop material (metal)Doors, arches, brace

Door
DoorC
DoorS
DoorSide Performance Mode uses the desktop material (metal)
Archway
ArchwayLarge
ArchwayLargeSupport
BraceFloor and floor edits

Floor Performance Mode uses the desktop material (metal)
BalconyD
BalconyI
BalconyO
BalconyS Performance Mode uses the desktop material (metal)Ramp and ramp edits

StairW
StairF Performance Mode uses the desktop material (metal)
StairR Performance Mode uses the desktop material (wood)
StairTRoofs

RoofC
RoofD
RoofI
RoofO Performance Mode uses the desktop material (metal)
RoofS Performance Mode uses the desktop material (metal)