Scaling and unit woes...

I asked this in the answer hub, but it might be a better to post it here:

I’m trying to randomly place a door and randomly place a wall around it. I’ve made a box trigger to indicate the area in which I want the door to appear. I have a complicated blueprint that uses a combination of bounds, box extents, and break vectors to figure out the Y area in which I want to randomly place my doors.

That works.

Now, I need to build walls around it. Unfortunately, this seems to mean I have to constantly convert from units to scales to transform the wall boxes. Is there a simple way to do this? Is there a better way to tackle this problem? I’m having regular issues converting scales to units and vice versa. I would like to be working only in units, if there was a way to do that.

I’ve attached a picture to demonstrate my predicament.

You could try spawning actors on sockets so you know their exact relative location and then depending what socket it is set on you will already know the makeup of how the other actors will need to be placed to fill in the gaps? Depends on the level of variability you have on your door placement if this does the trick for you.