Hi guys, I’m having an issue with the grid system, as it tons of decimals, and no matter how much I try do get round numbers and get rid of decimals when moving objects, it ends up shifting my assets when I stop correcting it.
Is there a way to make snapping more accurate and stick with absolute numbers instead of decimals? It’s driving me crazy.
Yes, I’m using the grid snapping already
The problem is that even with that on, moving and rotating objects will affect decimals somehow. After a while I started noticing shifting. I can’t fix hundreds of objects one by one deleting and averaging decimals, there has to be a way for Unreal to snap to grid and avoid decimals all together.
Would love a solution to this… Made a blueprint utility that “”"“rounds”""" out the rotations and locations but nomatter how I do it I get float precision issues. I can select the mesh and manually enter an absolute number, why can I not automate this process?
Imagine… rotation change your ‘pivot’/0.0.0 point. Now you move mesh eg.10 units. UE4 recalculate to world position and you have it…long tail…
Try your idea without rotation now - should work.