Hi,
I’m currently greyboxing my level, to get a sense of scale and layout.
My level will have a harbour with container. So for the moment, I’ve created a simple box mesh that I’m copy’ing over and over.
I’ve set up a row of ‘containers’, around 6 wide and 6 high. For ease, I then grouped these together, so I could copy this group over and over. But this isn’t working out like I thought.
The green ‘box’ that appears to show the group, keeps itself straigth relative to the word position, not the actual group of the mesh.
This in turn creates the problem that when I want to copy the group (with alt and dragging an arrow of the direction I want to copy to), it does not follow the lign which you would expect, but drags itself into a random direction.
I tried to circuimvent this by laying my ‘containter’ with a 0,0,0 rotation in the world, then group it. This seemed to work at first, but as I need to rotate that group, the same problem arises. I even tried the world/local space gizmo button in the top right corner of the viewport, but that doesn’t seem to do anything.
Also, as soon as I try to copy my first group, the ‘groupactor’ in the Outliner tab converts back to all the seperate meshes (so I get a pretty large list).
Am i missing something? As I thought grouped objects would handle the same a single object.
Edit:
Now I’ve noticed this is because the Modelling Mode world coordinates are in the center of the world and seems persistant. Once I want to edit these models (which I for example created with the CubeGrid), after I have placed and/or rotated them, the grid selection is still at world location/rotation and not local of the mesh.
Is there a setting or is this something that is not on point in Unreal? This makes editing harder than it should be.
Cheers