Hi, I’m new to Unreal Engine, so sorry if this is a basic question.
I’m using basic Cube meshes as walls. I know that if you select an actor and press End, it snaps perfectly to the floor below it — no gaps. Is there something similar for aligning two walls edge-to-edge (like a corner), so they connect perfectly without a visible seam or gap?
Also, is it possible to resize/scale a mesh in only one direction, instead of it growing from the center? Since the pivot is at the middle, whenever I scale a wall to make it longer, the opposite end also moves, which makes it a nightmare to re-align with the wall next to it afterward.
But if he’s using the engine cube the answer is… No.
Or no but with caviats.
You have to figure out how to move the cube’s pivot point to the correct corner, then you can move the corner and snap it to the other corner regadless of the positioning of the other wall.
The other way would be to build stuff in a special scene, making sure you remove all the decimals off of things so your engine cube is a precise size. With that, you can move in increments like shown.
After you move you can grab all the objects and copy/paste them into the actual scene where you can rotate/move to taste (no longer needs to be without floating points). The end result will ALWAYS have lighting issues; This is an engine cube mesh after-all, not a wall with all the proper setup.