Hi guys, I have an issue which I can’t resolve no matter what.
I’ve a project where I must follow exactly the same measures as if it were on real life. that is, I must scale the walls, floor, and objects with the real measures in meters.
I’ve researched on many UE4 forums and it is stated that 1 UU = 1 cm. When I’ve scaled the proportions of my room following that math, my third person character was too small on proportions, (i.e the bed looked giant before my character).
i would suggest determining how tall you would want your player to be in cm (or whatever measurement you prefer) and scaling everything based on the height of that character. So if he/she is 5 feet tall and you want an object to be one foot that object will be 1/5 of the character’s z axis measurement. Of course, the math will get more difficult but a calculator and/or unit converter should solve that.
The Scale is a Multiplier on the Underlying Mesh (not an absolute Value). Since your mesh is a 400x400 floor your Math is probably wrong try it with the 1m_x_1m Cube. But usually you model those things out in a 3D Software and not scale things around by Hand.
Nachtmahr and ING97 thanks for the answers. I imported exactly a 1m x 1m cube and then recalculate the proportions on Unreal. It worked, but not the way I wanted, hehe.
So I calculated the proportions on my external 3D software (Maya) and when I imported to Unreal as a FBX I used the option “Import Uniform Scale” and typed 200 as multiplier, that way the object imported would be on a normal size instead of being a mini object (another issue that I had previously).
Nachtmahr and ING97 thanks for the answers. I imported exactly a 1m x 1m cube and then recalculate the proportions on Unreal. It worked, but not the way I wanted, hehe.
So I calculated the proportions on my external 3D software (Maya) and when I imported to Unreal as a FBX I used the option “Import Uniform Scale” and typed 200 as multiplier, that way the object imported would be on a normal size instead of being a mini object (another issue that I had previously).