hey everyone i just installed unreal engine today and i’m having an issue where when i duplicate an actor (in this case a brush) it’s duplicate appears slightly off–not in the same space as the original object and I’m having a lot of trouble trying to line them up perfectly.
i adjust the position grid snap value, but it seems like i can only get it to move too much (where the brushes intersect) or too little (where the snapping is tough to see). I’m just trying to duplicate a floor and line it up to make a ceiling and walls. I’ve watched some tutorial vids but haven’t found the answers I need.
thanks
If you alt+drag it will create a copy of the selected actor, in this way you will be able to line up your ceiling/floor perfectly (dragging along the Z), then do the same again to create another copy and change the dimensions so it draws as a wall rather than a floor (Could rotate but I tend not to).
If you did the Alt+Drags with snapping on you should be able to keep everything inline and measure the snaps. Hope this helps.
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(P.S, if you have an actor selected and press the End key, it will snap it to the floor (Or to the top of an actor on the floor)
This way you could make your walls on top of the floor (Within the floor not outside of the floor) then you can alt+drag your floor along the Z till its in the air, and press End to snap it ontop of the walls.)
when i alt+drag along the z I still have the same issue–the 2 objects won’t snap even with the position grid snap value set to 1. is this because the initial object that i’m copying isn’t even on the grid correctly? When I zoom all the way in I can see the brush edges are between the grid lines. How do I fix that?
Thanks
Ah right! Theres a way to snap-to-grid for the selected item. I think it’s CTRL+End (I’ll double check that for you and get back)
EDIT: Confirmed. That should snap your selected actor to the grid, let me know if it fixes your issue.
Thanks 
Hey thanks for getting back to me. At some point last night I did stumble upon the CTRL+End command, but it only worked sometimes. I feel like there’s something very fundamental that I’m missing here because this seems so simple in principle yet it’s causing me so many issues. If I create a brush and then make a change to the scaling or snapping settings, does that brush then become impossible to work with?
Only working sometimes might be due to it being already snapped to a grid point, ergo theres no movement needed to snap-to-grid.
As far as changing snapping settings, this will never make a brush unworkable. Can always just snap to grid (Ctrl+End) and then be able to line everything up perfectly. Scaling could cause an issue because the scaling snaps aren’t based on grid lines, when working with BSP brushes I always just change the dimensions of a brush rather than scale it up. This helps me keep everything to very specific, rounded numbers. Much easier and cleaner to work that way.
As for Static meshes, I make sure the scaling is done in my 3D Modelling programs (Blender/Maya) so that the correct size in Unreal Engine is a flat 1:1 scaling.
This is just my workflow, but hope it offers some insight. 
the scaling might be the issue then, because i’m continuing to have snap issues where brushes are still off the grid and it’s probably a discrepancy between the scaling and movement settings. now i’m having ussues w/ adjusting vertices on a brush. I tried to make one side of rectangular prism a slope by moving 2 vertices and suddenly the brushes next to it are transparent…