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

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.

TextureNowSet
/Game/Packages/PBW/Metal/Textures/Mobile/T_PBW_M1_Mobile_D2048, LOD Bias 0LOD Bias 2
/Game/Packages/PBW/Metal/Textures/Mobile/T_PBW_M1_Mobile_N2048, LOD Bias 0LOD Bias 2
/Game/Packages/PBW/Metal/Textures/Mobile/T_PBW_M1_Mobile_S2048, LOD Bias 0LOD 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

MeshLODsPerf LODMaterial slots nowProblem
Metal/L1/PBW_M1_Solid (wall)43Static_INST + Static_INST_MobileA
Metal/L1/PBW_M1_WindowC43Static_INST + Static_INST_MobileA
Metal/L1/PBW_M1_WindowSide43Static_INST + Static_INST_MobileA
Metal/L1/PBW_M1_BalconyS43Static_INST + Static_INST_MobileA
Metal/L1/PBW_M1_Floor53 (and 4)Static_INST onlyB
Metal/L1/PBW_M1_StairF43Static_INST onlyB
Metal/L1/PBW_M1_RoofO43Static_INST onlyB
Metal/L1/PBW_M1_RoofS43Static_INST onlyB
Metal/L1/PBW_M1_RoofWall43Static_INST onlyB
Metal/L1/PBW_M1_Windows43Static_INST onlyB
Metal/L1/PBW_M1_DoorSide43Static_INST onlyB
Wood/L1/PBW_W1_StairR (switchback stairs)42Wood_lvl1_Static onlyB

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:

  1. 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).
  2. 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).
  3. LOD N → Sections → Section 0 → Material = slot [1]. For PBW_M1_Floor do LOD 3 and LOD 4.
  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

Wall: DX12 vs Performance Mode for wood, brick, metal
Wall Solid Performance Mode uses the desktop material (metal)
Half wall door: DX12 vs Performance Mode for wood, brick, metal
Half wall door HalfWallDoor
Half wall door (side): DX12 vs Performance Mode for wood, brick, metal
Half wall door (side) HalfWallDoorS
Half wall (half): DX12 vs Performance Mode for wood, brick, metal
Half wall (half) HalfWallHalf
Half wall: DX12 vs Performance Mode for wood, brick, metal
Half wall HalfWallS
Quarter wall (half): DX12 vs Performance Mode for wood, brick, metal
Quarter wall (half) QuarterWallHalf
Quarter wall: DX12 vs Performance Mode for wood, brick, metal
Quarter wall QuarterWallS
Roof wall (triangle): DX12 vs Performance Mode for wood, brick, metal
Roof wall (triangle) RoofWall Performance Mode uses the desktop material (metal)
Window (center): DX12 vs Performance Mode for wood, brick, metal
Window (center) WindowC Performance Mode uses the desktop material (metal)
Window (side): DX12 vs Performance Mode for wood, brick, metal
Window (side) WindowSide Performance Mode uses the desktop material (metal)
Two windows: DX12 vs Performance Mode for wood, brick, metal
Two windows Windows Performance Mode uses the desktop material (metal)

Doors, arches, brace

Door panel: DX12 vs Performance Mode for wood, brick, metal
Door panel Door
Door (center): DX12 vs Performance Mode for wood, brick, metal
Door (center) DoorC
Door + window: DX12 vs Performance Mode for wood, brick, metal
Door + window DoorS
Door (side): DX12 vs Performance Mode for wood, brick, metal
Door (side) DoorSide Performance Mode uses the desktop material (metal)
Arch: DX12 vs Performance Mode for wood, brick, metal
Arch Archway
Large arch: DX12 vs Performance Mode for wood, brick, metal
Large arch ArchwayLarge
Large arch support: DX12 vs Performance Mode for wood, brick, metal
Large arch support ArchwayLargeSupport
Brace: DX12 vs Performance Mode for wood, brick, metal
Brace Brace

Floor and floor edits

Floor: DX12 vs Performance Mode for wood, brick, metal
Floor Floor Performance Mode uses the desktop material (metal)
Floor edit D: DX12 vs Performance Mode for wood, brick, metal
Floor edit D BalconyD
Floor edit I: DX12 vs Performance Mode for wood, brick, metal
Floor edit I BalconyI
Floor edit O: DX12 vs Performance Mode for wood, brick, metal
Floor edit O BalconyO
Floor edit S: DX12 vs Performance Mode for wood, brick, metal
Floor edit S BalconyS Performance Mode uses the desktop material (metal)

Ramp and ramp edits

Ramp: DX12 vs Performance Mode for wood, brick, metal
Ramp StairW
Ramp edit F: DX12 vs Performance Mode for wood, brick, metal
Ramp edit F StairF Performance Mode uses the desktop material (metal)
Ramp edit R (switchback stairs): DX12 vs Performance Mode for wood, brick, metal
Ramp edit R (switchback stairs) StairR Performance Mode uses the desktop material (wood)
Ramp edit T: DX12 vs Performance Mode for wood, brick, metal
Ramp edit T StairT

Roofs

Roof C: DX12 vs Performance Mode for wood, brick, metal
Roof C RoofC
Roof D: DX12 vs Performance Mode for wood, brick, metal
Roof D RoofD
Roof I: DX12 vs Performance Mode for wood, brick, metal
Roof I RoofI
Roof O: DX12 vs Performance Mode for wood, brick, metal
Roof O RoofO Performance Mode uses the desktop material (metal)
Roof S: DX12 vs Performance Mode for wood, brick, metal
Roof S RoofS Performance Mode uses the desktop material (metal)
Show raw text