[4.11] Rotating an Instanced Static Mesh Component by 180 Degree scales it smaller

Seirei
Mon, 01 Feb 2016 17:10:50 +0000
Asset Creation

Hey guys!

So I’ve been trying to build an automated system that spawns a street with sidewalks and buldings. Streets and sidewalks are done now, but I have found a weird bug.

So first the basics:

my street tiles are 700 units in lenght on the Y-axis

the sidewalks have the same length

on the right hand side of the road I have the sidewalks places on the same location as the street due to their pivots

on the left hand side of the road the sidewalk is turned by 180 degrees and offset by -700 on Y

This system works like a charm except for 1 thing:
the sidewalks on the left hand side of the road are roughly 0.35 units shorter than they should be. Notice that the geometry isn’t offset, the starting points are always where they should be, the geometry just falls short. I found a rough number of the gap by actually ofsetting them bit by bit out of curiosity.

I also found a work around:
if I turn the road by 540 degrees (3 times 180) this doesen’t happen. Even though the Yaw in the output log shows up as 179.999985 in both examples, which is actually a clever way of handling bigger numbers I guess.

Screenshot explanation:

1. The closeup of the gap with 180 degree (notice the texture seam on the road, that’s where the second tile starts

2. The closeup of the gap with 540 degrees (the gap is now closed)

3. The selected geometry from a distance with a visible seam where the gap is

4. Same angle with 540 degrees with no visible gap

I’m using the assets from the Urban Construction Pack on the Marketplace.

Also here’s my blueprint structure just in case (I’d be glad to hear how I could simplify it even more):

Thank you for your time!

20 posts - 8 participants