Unreal Engine snapping compounding rounding error for rotation and location values

Hey I’ve encoutnered a strange issue with snapping in unreal 5.2.1, where objects that are snapping on a grind eventually wander off to 0.001 differences causing tiny seams between modular pieces and breaking our light baking, this happens for both rotation and location and it doesnt matter what kind of object, it even happens with the default unreal shapes.
Heres a gif demonstration what I mean -
Discord_tC79auqjUI
Capture
(hopefully these uploads work :D)

Hello,

This is actually relatively normal, and there are two ways (I can think of) you can get around this:

  1. Manually adjust the Translation of the mesh (so, if you get 90.00001, just type in 90.)
  2. Set the Translations to WORLD, as they are set to RELATIVE by default.

Just make sure that if you are setting the Translations to WORLD, you are keeping track of what is WORLD and what is RELATIVE. I think “1)” is the safer bet if you are not detailed sensitive.

Thanks for the response, however the second option doesn’t work, both local space and world space transforms still have this issue. It’s a little annoying having to input these values in each time by hand for large levels like we’re creating when snapping is an option :confused:

This is the first time I’ve encountered this after making a few modular projects in unreal already, so its’s suprising and quite annoying that we’ll have to go back and fix the levels we have already made that have this issue present on almost all modular pieces.

The rotation issue is because the Euler Rotators are converted from Radian Quaternions from a Transform Matrix. The conversion math almost never works out to exact 90 degree increments because pi can only be defined to so many decimal places.