So I was having this issue of Meshes/Actors refusing to snap to floor. In other words, snapping to down in the Y direction was not working. I’m extremely new to UE4, but this is what I’ve found.
I’m running 4.9.
However, I’ve seen posts about this happening back in 4.6 etc so I don’t know if its the same bug.
What was okay: If I went straight through the demo stuff, no problem with it snapping to floor.
Initial problem: However, if I was using a BSP
OR if I was using a static mesh “created” from several brushes, then the object (actor) would refuse to snap to the “floor”, or the lowest level.
What didn’t work: any combination of the End key and alt, ctrl, shift, rebinding, option keys in the viewport, etc.
Also: In the object/actor’s static mesh “Details”, enabling physics and collisions did nothing.
What did work:
I was testing to see if normal base static models would snap through the non-functioning BSP derived mesh.
They did - snapped right through the other mesh.
That led me to this post:
So I double clicked on the BSP-derived static mesh from the Content table, brought up the mesh editor,
Clicked on the collision tab and Rebuilt the collision data for the Mesh. Saved it.
Back out in Preview… It worked.
Unresolved: I know that the BSP-derived meshes “snap” in the x and y to different places than the simple meshes.
Some posts have suggested that it’s an “offset” from normal based on Prior changes to “snap” to dimensions - which it was suggested might be solved by never changing those dimensions. I have not tested whether correcting the collision map for the BSP-derived mesh corrects the snap to in the x and y dimensions yet.
Also Unresolved: There are still hiccups getting objects to Snap to the Y Grid (as distinguished from the floor/lowest created thing) if there is nothing on the Grid.
Question:
Is there a better way to solve this? I would think that BSP created geometry would have clearly defined collision info for the “create static mesh” to use.