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Make rotator / make transform - problem with incorrect values

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  • replied
    Originally posted by ClavosTech View Post
    EvilReFlex


    No reason? Of course there's a reason...

    This does not help. >_>

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  • replied
    EvilReFlex
    Originally posted by EvilReFlex View Post
    *push*

    Its really important, I have this in so many transforms! Even if I copy a number the editor changes it without reason.
    No reason? Of course there's a reason...

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  • replied
    *push*

    Its really important, I have this in so many transforms! Even if I copy a number the editor changes it without reason.

    Leave a comment:


  • replied
    *push*

    Is there no solution? I'm working on a random dungeon generator, but if the spawned piece are spawned with wrong coordinates it causes problems!

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  • replied
    Sorry for digging out this thread, but I still have the same problem with the latest version of the UE4!
    Is there any solution?

    Added a screenshot, all the actors are spawned via blueprint.

    Click image for larger version

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    Last edited by EvilReFlex; 09-20-2019, 09:21 AM.

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  • replied
    Allright thank you marco... i will try contacting epic how to solve the problem... Thanks for your time and efforts !

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  • replied
    I can see that. I just tested it on 4.18.0 and there is a gradual degradation of the angle accuracy rotation after rotation. I tried to place a cube in the level and rotate it by 90 degrees around each axis using the editor's rotation gizmo. After the 4th or 5th rotation the angles are very much off while one would expect they all stay multiple of 90 (or at least very close to it). Actually there is an error which keeps increasing. I believe this may be a bug with the accuracy of the rotation transforms which needs to be pointed out to Epic.

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  • replied
    Yes it´s the same with all meshes..

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  • replied
    Did you try with a different mesh which is not the one shown? Say a standard one that comes with the engine, a cube for example. Do you get as well a 90 deg angle automatically "corrected" to a 89.9999... in the editor?

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  • replied
    Made a short vid..

    https://youtu.be/ssGjfujGspE

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  • replied
    No, when i place the actor the angle is 0,0,0 . But when i now type in 90° for the z rotation of the "transformer" (first and second picture) it´s not 90 but 89.9999 and so on.. In the first picture the transformer is an editable Transformation.

    I used the blue Z Value from the rotator tab under transformation (second picture on the right side in the red box) .

    Thanks !

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  • replied
    So what you are saying is that the angle is already off when you place the actor in the level? Instead of 90 you get 89.99999... and instead of 180 you get 179.99999... ?

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  • replied
    Oh ok. But this will not work because the problem lies somewhere else.. You can not use floor or round in this case...

    In Unreal you can see the transformation widget, now you can rotate it with the standard ue4 tools, but when it shows 90° , the angle of the transformation is off.. I dont have any nodes in between. When you now floor or round the float it doesnt really change the outcome. I took some screenshots of the things i tried..

    There are three versions:
    1. simply using unreal build in rotation to rotate the "Transformer" widget
    2. using a "rotator" node pluggen in transform
    3. splitting the rotator node, round it (floor also works) back into transformation..

    Nothing seems to work...

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  • replied
    Try with this first:

    https://docs.unrealengine.com/latest...h/Float/Round/

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  • replied
    Hello Marco,

    thanks for your reply. How can i write something like the snap function ? Basically i can not move away from the transformation, because i store a lot of transformation data in arrays and this data is connected with meshes. In the end a bunch of meshes has exactly one transformation data which is crucial for my script..

    Rounding off to the nearest integer would be nice but i dont know how to accomplish that. Do you have an idea how to do that ? I am not good at c++ coding what might become a problem here... I would also copy the c++ data from the transformation node and try to rewrite it with the rounding function but i cant find the data in the first place..

    cheers David

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