currently I’m building a new type of structure, which acts like a ceiling but with a different(non quadratic) shape. So this structure has Snap Points in other directions than the vanilla ceiling.
If I place my new structure on top of a wall and then try to snap a vanilla ceiling to the the new thing, the ceiling does not rotate like the snap point tells it to. The ceiling behaves the way it would be if there were a vanilla ceiling instead of my new structure. So the van. ceiling is still parallel to the wall.
If I enable the placement option “allow snap rotation”(or something like that) in the vanilla ceiling blueprint, it works… But since I don’t want to edit the core data of the game, this is not an option for me.
So where(and why) does the ceiling get its information to know what rotation is parallel to the wall? I thought that the ceiling just looks at the snap point of the object it will be attached to and then gets rotated.
How can I force the ceiling to get rotated(at my snap points) like I want it to?
From my very brief and limited stint with snap-points, it’s my understanding that they only provide a location for something to snap to - when the snapping parameters match, the actual manipulation of the structure’s location when snapping only affects itself.
How I see it is that you’re essentially telling it(the structure to snap - not the one that’s placed already) that when you snap to A do X.
I could be wrong, but I think that’s how it works. You could try specifying the snap point as a From point and seeing if the offsets there do anything - if you haven’t already.
From here A stands for my own new object and X for the vanilla ceiling. A is allready placed and X shall snap to** A**.
If I would specify the snap point of my object A as a From point, I could only snap A to another object but not snap vanilla object X to A. Am I missing your point?
I tried to play with all rotation attributes the snap point from A has, but nothing affects the rotation of X.
Here is an example of the effect if I enable “Allow Snap Rotation” from X
Enabled:
The ceilings have rotation values for when you attach walls to them but since ceilings do not have “Allow Snap Rotation” enabled, the actual ceilings do not rotate.
I just released a mod with Triangular foundations/ceilings(“Triangles”) and had to include new versions of the stock parts with that option enabled because like you I didnt want to edit core data.
But you really only have those two options: edit core data or include new versions of stock parts, otherwise the ceilings will not rotate.
Has anyone experienced a Blueprint of a New Structure piece where checking the Allow Snap Rotation doesn’t work? I have a piece that the Children of work perfectly, but the original doesn’t and I am at a loss for why that might be. I have gone through the parameters one by one and I cannot see a single difference except the static mesh. One works perfectly the other does not. I have not enough experience working with the DEV kit to know for sure that I haven’t missed anything so I though perhaps other Mod authors may have experienced this. Anyone?