Unit comparison from Maya to UE4

Hey everyone, I am wondering what is the unit comparison from Maya (or any standard 3D application) to UE4? In other words, what units of measurement in Maya would translate to World coordinates in UE4? I am not sure how to proportion my models before importing them into UE4. I know you can scale your models in UE4, but don’t you still need to know what size your model is supposed to be in the engine? What if I am sculpting a mountain, and then I go and design a person, obviously you wouldn’t want them to both be the same size.

Simply scaling your models might cause rendering issues with your textures right? How do you compensate that? Do you just start with a high resolution texture so you can scale it freely without worrying about render issues? (I think it is called artifacting right, where your textures are stretched beyond there resolution?)

UE4 is set by default as 1 unit = 1cm. So you just have to set Maya to work in cm and it usually will be fine. Depending on your region, maya may be set to inches, so if you have an already done asset, just scale it in UE by 2.54 or the inverse of that, 0,3937.

You can change the Maya unit scale in your preferences (Windows > Settings/Preferences > Preferences > Settings) I think it defaults to 1 unit = 1 cm, but you can go from millimeters to meters. So by default a cube with 100 maya units per side would be a 1 m cube.

But you also have to keep in mind that you have export settings to fbx as well, which can also scale your result. (When exporting, under “Advanced Options > Units”) It should also default to the cm scale, which should be the correct one for UE4. But if you want to change those, keep an eye on the “Scale Factor: x” indicator, which will show how much bigger or smaller your object will be compared to the default.

Also scaling things inside UE4 itself should be fine in most cases, unless you want to scale the meshes by very large factors.