Graphics bug with brushes

Hi,

I want to make a (iron) grid composed of cylinder (10 Slides) in the unreal engine, but it doesnt work. Theres an error at the point where the sticks hit each other… and i dont know why.. -.- I dont want to do it with blender or 3ds max…

It would be nice if anyboudy could help me.

Thanks in advance

greetings bobby

Hey Mad_Toni-

This graphic issues is caused based on the number of sides the brush has. If you lower the number of sides in the brush settings to 6 or lower you should get the proper overlay grid effect you’re trying for.

Cheers

Hey ,

thanks for your answer. I`ve reduced to 5 Slides, but the bug is still there. And the cylinder looks very cornered… Is there any possibility to fix that graphic bug and keep a smooth round look like a pole?

Cheers Bobby

I have entered this bug to our internal tracking system for further investigation. Another thing you could try would be to rotate the poles 90 degrees along the axis of rotation. This should close the seams and give a much cleaner look.

Hey , thanks for your help. At the moment Im not able to create, some of the simplest but also most importent assets for a game or just a little setting. I´ve uploaded another picture. At this example im trying to create a simple key cylinder for a door. But I´m not able to let it look nice. I am confused. What am I doing wrong?
Rotate the meshes 90 degrees give me not a clean result.
(I hope you understand everything I want to say, Im from germany and my english isnt so good :-P)

Hey, now I have the same bug with some boxes… For example a picture of a simple chair…
alt text

I`m working with 4.4.3
Yes, i have the same result with subtractive brush… You can see it on the keyhole picture. On the left side is the keyhole brush additive (3 brushes combined) and on the right side i have integrate the keyhole brush into the door as subtractive brush… same bug… -.-

Hey Mad_Toni-

Which version of the engine are you working in? For the keyhole issue, do you get the same result if you set the brush to subtractive?

The gaps that you’re seeing is a limitation of using BSP. Your best option would be to take the object (keyhole, chair, etc) and convert it to a static mesh, then export it as an FBX into a modeling program to clean up there before reimporting back into UE4.

Cheers

Ok… thanks