Ok so sometimes when I make a BP out of a bunch of assets in the viewport it gives me a messed up default scene root that is usually off centered and can’t be changed so when it is off centered and off grid I
- add a new component “scene”
- center scene component if it isn’t by default
- select all assets and line them up to the grid manually by changing the snaps to 5 or 1 and change them back to 50 after its lined up
4)parent all assets to the scene component
That is the only way I found to fix the problem.
Now my perferred workflow is to snap together my modular walls in several different ways for example, ill make a base BP with a general 20by20 wall room and take that Base BP inherit everything to a new BP and add some extras to it, say a ceiling. By inheriting the base BP(20by20 wall room) I can bypass having to make that room over and over and make different variations of a 20by20 room.
In theory it should work right? Except when I build these prefabs using Base BP in the viewport(for the better editing features that you don’t have in BP for some reason) and convert to BP everything i converted becomes invisible yet still shows their info such as their name in the component list and their bounds.
I tried dragging the base BP to an empty BP and it works fine but the thing with that is that ill have to add every BP or asset I want in manually and edit them within BP which sucks because its missing features that the viewport has.
Therefore, Pleeeease tell the unreal guys to make BP editing the same as viewport editing. These inconsistencies are killing my workflow and causing my great pains. I like unreal for the most part but there are some basic things that need to be fixed.
Thanks for helping and please get this to someone.