I want to make my own grid-based structures to use in my map. what dimensions should the pieces (wall and floor pieces) be?
" Grid Sizing
In UEFN, the world grid uses centimeters (1 cm = 1 Unreal Unit). When you are creating assets in modeling software or UEFN, make sure the grid size you use is 512 cm (512 units). This is the standard used for Fortnite."
I believe that is what youâre looking for!
Thank you.
However I donât know how high should walls be as theyâre not perfect squares.
Went into the modeling mode and tested it out, seems like the height is 3/4 of the width. So a wall should be 512 x 384!
and thickness 12. So the measurements for a wall is 512 x 384 x 12
does that make a floor piece 512 x 512 x 12?
Hi Link,
Floors are 512x512, but Iâm not sure the 12cm thickness mentioned above is accurate (The walls in the Fortnite/GrayBox folder are 24cm thick.)
You can measure the existing floors and walls by using Middle-Mouse drag in the Orthographic viewports.
yeah theyâre 24, its 12x12 (to the mid point). They decided for some reason that walls should go into the negative axis there. (One of many mysteries )
Iâd recommend making both the walls and floors a little thicker if you are using a directional light, helps keeps light leaking in from the corners
i believe that floors are commonly 512x512x16
Hi @s7evin-kelevra.
This architectural modeling guidelines doc was published recently.
It lists floors thickness as â24 cm (12 cm along +Z and 12 cm along -Z)â
24 for Wall thickness as well.
~
Iâm wondering why they used 12/24 instead of 16/32.
My first thought is that 32 would look too chunky⌠(seems negligible to me)
The standard height is 384, which is evenly divisible into 12/24
384/24 = 16
384/12 = 32
In the context of Heights, there is a lot of space between 256 and 512 - so thinking in terms of ratios instead of âpower of 2 gridsâ could be an approach.
Someone get a metaverse standards committee in here.
Iâve been having fun creating with all the architectural pieces in UEFN, I look forward to Marketplace/Fab asset packs built with these standards in mind.
[quote=âAstrotronic, post:11, topic:833724, username:Astrotronicâ]
2/24 instead of 16/32
thank you, was kind of being lazy but also, wanted verification at the same time because i was aware that characters are 192 and thats half of a wall, so double that and blah blah i need not explain to you as im the one seeking your knowledge. thank you for taking the time to respond. i appreciate it and thank you for your time and sharing of information!!
I think 32 will be helpful to prevent light bleed if youâre creating a closed environment, especially where walls meet floors and ceilings. Had that issue on a recent map using the default units.
This may have something to do with the way that they make corner tiles for enclosed areas such as the caves.
Iâve been having a hell of a time trying to figure out how to put pieces together to get different roof arrangements out of the cave pieces due to some weird measurements on the corners there.
May wanna look into it.
Yup, this is an issue that has existed for ages in the Unreal Engine overall. Your level parts have to have a perfect fit or some good overlap to avoid edge bleeding. And also if the part is say 5cm thick the engine has a tough time not sending light through. I think this was more of an issue back when we would bake lighting and less for Lumen but a thing to watch out for all the same.
Just randomly seen this post looking for draw distance help
Anyways This doc is the best info from epic about modeling and sizes ect
Hope it helps future peeps