Why vertex snapping works so badly in the editor?

I am building a platforming game, and I am about ready to start banging my head on the desk. The contrast of how easy it is to vertex snap in maya, and how hard/unreliable it is in UE is killing my productivity. Can anyone suggest why this is the case, and how people cope with that?

How does this not have any answers since '19. :frowning: The vertex snapping really drives me nuts. My only cope is to move the camera a whole bunch to find the exact angle UE deems optimal to provide me with that one single pixel from which the cursor finally snaps the object onto the only vertex on the whole ■■■ scene, lmao.

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