Hello everyone, I am in a bit of a bind.
I took a look at the reflection subway demo with UE4 to find the floor tiles are around 118 by 118. which would mean the width of the room in the center are 236.
I tried some sample exports of a plain box into the FPS blue print to find it being super small compared to the player.
I was wondering if anyone could give me a few tips on scaling for the engine. What would say a normal 10 by 10 room be in size terms?
Also,
In max I am still to this day have issues making the grid + snap settings perfect for unreal. What are your spacing for the grid how far and such (the three settings) for the display grid?
I was told that UE4 uses centimeters , which I turned on in max to find that nothing matches size-wise in the engine? Should I just keep it on generic units?
Thanks!
Zombie
Replies
These are the settings I use.
UE3 was 1 unit = 2.0 cm. I believe this is changed for UE4.
In Max, go to Customize --> Units Setup... --> System Units Setup
Your display units and system units are probably not the same.
Also, those tiles are actually 300x300x0
making the width of the room about 6 metres x 18 metres
I was pointed to this, which helped a bit.
I got everything figured out on the why its importing smaller (Auto was on in the unit section of FBX Export)
Now I'm just going to fiddle around until I get scaling somewhat correct.