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Maya to UE4 Scaling problem

Hi all,

I’m working in a team to make a game for a uni project. My role is to produce the modular assets and I’m having trouble getting the scale right so they parts can snap together in Unreal.
I’ve seen other threads on here and followed their advice, export settings, Unreal world settings etc. But the pieces still don’t line up :frowning:
Here are some images of my settings in Maya and our project in Unreal, could someone point out what’s wrong? I’m pretty stumped.
b7cc5407795a6ba0909a3aa8cad49c0eb7c6f544.png
e1efb4626641ff501b463f961a6091a6a4fffe52.png
The parts snap to the grid in Maya, just not in Unreal, here’s some images of the Maya settings
5739f115af34bd31deb260db5bbc8f9cf8e0c41a.png
Maya_2.PNG
43f952b36a893341873a5de41335e7d47e6f8df4.png
510d4512605c748e4ed50c7a4b4e119c8e015157.png
And here’s an image of the overlap in Unreal
95368885fd32da4e023dfd10b8805b900c7c088c.jpeg

Any help that could be provided would be greatly appreciated. We’re progressing well with our project and this is the only thing that we’re having problems with.

If you need more info please ask :slight_smile:

use the maya basic grid as a anchor. And dont go above this grid.
Then use the value 10 for everyting when importing.

1 UU is on grid quad in maya. So its easy math

512/32 units … says it right there, drop it to 500/50 (will make the grid look more dense). Unreal works off 1cm = 1uu, so if you are setting it to 512 grid everything is going to be off. Adjust your ‘grid’ units within maya or use strict sizes for your mesh.