when i use the chair from the example then i have x,y,z coordinates … i can change the values to move it around
but when i use a box,cone,cylinder and so on (from “geometry”) there are no coordinates… how can i see them ?
the problem is : when i create a building with big parts then it is near to impossible to put it together with the normal movement tool … it is too imprecise …
it would be much easier if i could simply type in the x,y,z values
I’ve been wanting to know the question to this too. Geometry objects do not have the transform location in their details pane but it seems like they should
If you right click on the brush name in the scene outliner, you can select transform -> delta transform. At the moment, though, it will move the bounding box of the brush without actually moving the brush itself. If you ‘nudge’ the bounding box with the move tool, the brush will snap to it.
sry but this does not help because it only moves the bounding box relativly to the brush … what i want is to put things togehter with x,y,z values because its much easier then …
when i have an object … x0 y0 z0 and i want to put something on top of it i can simply do that by using x0 y10 y0 for example … thats much faster then turning around the camera 23782 times to check if everything is really correct which for the most part is not
Downside is happening when you’re using this brushes for modeling
They are designed to be a brushes for fast level prototyping for testing usability, funability(:D), scale, volume and etc. However, they are not recommended for modeling due to multiple reasons, you can read about this here Why no BSP?? - Content Creation - Unreal Engine Forums
i mean i cant use geometry object for creating a building … it would take years to create something without the x,y,z coordinates because you would have to move parts in 3D per hand … you would have to rotate the camera 87482478 times to place a single object … the snap function is too imprecise for bigger walls and that stuff
after 15minutes i gave up : and see what simple task it was
BSP is mostly used for blocking out levels, and used as placeholders for models that still need to be created in a modelling program. You’re supposed to create models in modelling programs, and games using ue4. On a sidenode, you might want to use snapping when moving BSP, it could help.
Most of this is covered in the Getting Started section of the UE4 Docs. (located here)
Fileformats (for your question) are under Artist Quick Start Guide -> 2. Important File Types.
You should also look at the wiki (there are tutorials right on the main page to help you get started.)
The UE4 AnswerHub is great for specific questions and answers.
And of course the the Epic/UE Youtube channel which has well over a hundred video tutorials (not to mention the tons of videos/tutorials you’ll find on youtube already created by other forum users.)
You should use some of that to get you into a proper starting place, or as reference material to help you along.
The responses doesn’t make sense here. The question asked is simple.
“How do you find the xyz cordinates of a StaticMeshActor in unreal?”
If you want to move the object, you can do it with the mouse, but this is difficult for accuracy. Hence it helps to know the exact xyz location of it.
Regardless of where you model your objects, while importing we need to be able to move it around and position it correctly. anyone got any answers?
You need to enable the Details window. So click on the object, then Go To window toolbar on the top, and enable “Details” window. Now you will see the coordinates under “Transform”