Quick Ued question.
Quick Ued question.
How can i snap actor objects to the grid? I really need this for my light actors placement work.
- Hellkeeper
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Re: Quick Ued question.
In the actor's properties, under the Advanced tab, set bEdShoudSnap to true.
EDIT: it will make the light dependont on the grid when you move them but it will not instantly snap it to a grid point. For that, under the Movement tab, set its Location coordinates to a grid point (the easiest is to set it to 0;0;0 and then move it).
EDIT: it will make the light dependont on the grid when you move them but it will not instantly snap it to a grid point. For that, under the Movement tab, set its Location coordinates to a grid point (the easiest is to set it to 0;0;0 and then move it).
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Re: Quick Ued question.
Sorry to ask......"Snap to grid".....I've seen this option many times.
What exactly is it for or what does it do?
Piley
What exactly is it for or what does it do?
Piley
Re: Quick Ued question.
You mean small button in right of command line in editor ? Its for brush snapping to grid, when you disable it, brushes are no longer snap to current grid size when you move them (never disable this !)
Really I dont know what you asking for but:
GREEEN - ALWAYS HAVE THIS ENABLED
RED - DISABLE THIS EVERYTIME WHEN YOU OPEN UED, this cause brushes to snap to grid by pivot, and pivot is not interesting us, only vertices need to stay where they are (in UEd 3.0 this is disabled by default)
Really I dont know what you asking for but:
GREEEN - ALWAYS HAVE THIS ENABLED
RED - DISABLE THIS EVERYTIME WHEN YOU OPEN UED, this cause brushes to snap to grid by pivot, and pivot is not interesting us, only vertices need to stay where they are (in UEd 3.0 this is disabled by default)
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Last edited by Radi on Sun Dec 28, 2014 11:23 pm, edited 1 time in total.
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Re: Quick Ued question.
Radi gave you the explanation about the "snap to grid" button. The other thing is that all actors have bEdShouldSnap in their Advanced properties which, depending on whether it's true or false, allows you to move actors in increments of the grid size (ie: you move it 16 units at the time in any direction if you have a grid set on 16) if it's true, or move completely freely if it's false (and you will get coordinates like 15,19468 instead of 16,00000 for instance).Pileyrei wrote:Sorry to ask......"Snap to grid".....I've seen this option many times.
What exactly is it for or what does it do?
Piley
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Re: Quick Ued question.
Never used it since UT or mapping, like 10 years or more, I always set the grid to 1 unless I need big measurements quick.
It gives a problem that I don't like because all you need to do is make the brushes to end up on the grid by design in the first place.
Otherwise you can line up deco or lights by editing the "location" in the actor properties to the most accurate degree X,Y,Z coordinates.
Edit---------------- by papercoffee
No double posts. Please use the Edit button.
oops, sorry
It gives a problem that I don't like because all you need to do is make the brushes to end up on the grid by design in the first place.
Otherwise you can line up deco or lights by editing the "location" in the actor properties to the most accurate degree X,Y,Z coordinates.
Edit---------------- by papercoffee
sure but, setting the grid to 1 can't achieve any closer resolution from the engine and editor. I have always used grid 1, always.Hellkeeper wrote:Radi gave you the explanation about the "snap to grid" button. The other thing is that all actors have bEdShouldSnap in their Advanced properties which, depending on whether it's true or false, allows you to move actors in increments of the grid size (ie: you move it 16 units at the time in any direction if you have a grid set on 16) if it's true, or move completely freely if it's false (and you will get coordinates like 15,19468 instead of 16,00000 for instance).Pileyrei wrote:Sorry to ask......"Snap to grid".....I've seen this option many times.
What exactly is it for or what does it do?
Piley
No double posts. Please use the Edit button.
oops, sorry
Last edited by Red_Fist on Thu Jan 15, 2015 2:46 am, edited 1 time in total.
Binary Space Partitioning
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Re: Quick Ued question.
I'm not sure I understand, but in any case, I prefer to have the grid set to 16 most of the time and only downsize it when I need precise positionning for details. Viewports get cluttered when the grid is too small.Red_Fist wrote:sure but, setting the grid to 1 can't achieve any closer resolution from the engine and editor. I have always used grid 1, always.
You must construct additional pylons.