# \[4.6\] Play From Here Broken/Can Fail when Gridsnap is enabled at high values

**URL:** <https://forums.unrealengine.com/t/4-6-play-from-here-broken-can-fail-when-gridsnap-is-enabled-at-high-values/305594>\
**Category:** World Creation\
**Tags:** spawning, pie, unreal-engine, Collision, bug-report, question, snapping\
**Created:** [January 31, 2015, 8:06pm UTC](https://forums.unrealengine.com/t/4-6-play-from-here-broken-can-fail-when-gridsnap-is-enabled-at-high-values/305594 "2015-01-31T20:06:27Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![blankslatejoe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@blankslatejoe](https://forums.unrealengine.com/u/blankslatejoe)\
**Post date:** [January 31, 2015, 8:06pm UTC](https://forums.unrealengine.com/t/4-6-play-from-here-broken-can-fail-when-gridsnap-is-enabled-at-high-values/305594/1 "2015-01-31T20:06:27Z")

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If you’re working with large environment modular pieces, you often want to use a large grid snap setting (500, 1000, etc)…however, using play-from-here with this can cause the player to spawn…not where the mouse clicked.

I can’t tell for sure, but the player _might_ be spawning with the grid-snap restriction which can (but not always will) cause the player to spawn inside collision or otherwise fail to spawn correctly, which _seems_ to trigger the spawning of a default controller at 0,0,0 instead.

The easiest way to test this is to use a new FPS-with-blueprints project, since that default map exhibits the problem with the 500/1000 spacing snaps. This is in 4.6, btw.

It’s easy enough to work around this by toggling snapping on/off when using play-from-here, but I figured you guys might like to know. Also, since I haven’t seen any posts about this before, so others might appreciate the google-result if they run into the same problem…it sure confused the heck out of me for a few minutes.

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**Author:** ![anonymous\_user\_b9532c9a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b9532c9a](https://forums.unrealengine.com/u/anonymous_user_b9532c9a)\
**Post date:** [February 3, 2015, 3:59pm UTC](https://forums.unrealengine.com/t/4-6-play-from-here-broken-can-fail-when-gridsnap-is-enabled-at-high-values/305594/2 "2015-02-03T15:59:49Z")

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Hi blankslatejoe,

I was able to reproduce this and have entered a bug report, UE-8978 to be assessed by the development staff.
