Lock to location
Some very important trick to safely lock the atctors that may not be moved by accident.
You just made nice terrain, it took you hours to complete it's finetuning,
or some of your zones have been moved by accident, making them useless because
by that accidental move they are outside the map.
And much more accidents of that kind may occur, so i will tell you here of some
very small but very effective trick for an existant option put inside the new engine.
It is called the "Lock To Location".
Simply select that actor and open it's properties.
Then under advanced find the bLockLocation and put it to True.
Now when you select it (by accident) this actor wont move when you try to move it.
What you will see is that it's original pivotpoint will move (small red point).
They are fixed to that location and wont move again until you set the
"bLockLocation" to False again.
Note: this is for the new engine only, you wont find it under UED2
Change pivot point from location
As you should know by reading my tutorials and other, that the pivotpoint
is very important for many things.
The pivot point is charged with the sound emmision and also allows to move
and turn the brush, mesh or actor in place.
It's also that pivot point that determines how the actor snaps to the grid
and that way how and where it will fit in place.
If for some reason the actor does not fit well in place, then you have to do it
with this pivot point, just as for the old engine, you can use 3 actions on the
pivot point.
For the old engine you may right-click near the center point or the point you want
the actor to snap on the grid, this gridplace will be empty of course, then select
from contextual menu » pivot » place pivot snapped here.
If you started in Top view, you may now do the same in Side or Front view, then you
will be sure that the new pivot point will be in the center of the actor.
This becomes the new center for that actor.
This works the same way for the new UED3 engine, except that you can do more
in this new engine.
Here you will be able to select one of the vertices on the actor, especialy static meshes
have this nice option.
In the Views window you will find some icon representing a vertex handler on it's corner.
If you select it, it will become greenish highlighted, if you now select a static mesh
you will see that all it's vertices will show like big squary handlers, much more easier to
select and move around.
The trick here, is like for the old engine, left-click to select the point
Right-click that point to make that point snap to grid.
Now for the new engine it works a bit different on the last operation.
The point you just right-clicked becomes the new pivotpoint.
An important trick here also is, that if you chose to make the new pivot point first and then
export your brush, or make that new pivotpoint before converting to static mesh,
the pivotpoint will also be saved with th new brush export and freshly made Static Mesh.
Correct export brush from UED2 to UED3
Most problems when exporting something, let's say brushes, from UED2 to UED3
are the brushes made from within the 2D shaper and other rotated brushes.
That problem is produces by effect as the old UED2 knows of only one axis in
the 2D shaper when extruding or using any other of his tools.
While the UED3 knows the 3 basics Axis Z-Vertical X-Front Y-Side.
When the export-Import is performed, UED3 looks for that data and simply finds
that it is a Z-axis extrusion, so it put's the imported brush on that axis.
Knowing and understanding this, you know why all your brushes are misplaced
when you go in wireframe, you will see thse appear correctly in render views,
but in reality and in game all your brushes are completely wrong, because the are
made for Z-Axis.
You have 2 options to correct this >
It will not be easy and be a very massive work, or else do it from start
when you create a new map.
When you made a brush rotate in place, simply don't forget to make this rotation
permanent by doing this »
- Select that brush (when your rotation has been done)
- rightclick it and from context menu » Transform » Transform permanently
Do this for all rotated or flipped shapes or brushes.
You will have to rebuild Geometry.
You can chose for another option if you have many or complex brushes.
select all the brushes you need to make a complex brush and do as i describe
in the fast rebuild tutorial.
Then, if you used this fast rebuild technique you will see that all brushes
rotated and coming from the UED2 2D shaper will have taken over the builder brush
position and rotation. Thatfor always reset the red builder brushs rotation.
This way the final complex brush has a rotation of 0 and will be properly
interpreted, whatever UED version you use.
Easy Working
Your map is far done or much work has been done yet, if you perform a complete rebuild
now it will take up much time.
So if you want to make and or new brushes for static mesh creation, you will barely dare this.
Now, this is no big problem, just launch a second UED session and make all your small work
here, like the brush or complex brushes meant to be converted to static mesh later.
Just make the brush with the 2D shaper and look if it fits in your map.
Then export it and reimport in the second UED session.
make the brush, a complete rebuild here will take seconds, because it contains almost nothing
except that new brush only.
In the Main map UED session export the textures you need for that brush, import them
in the second UED session (export session) and make the alignements, now export
the brush again, this one will contain the texture and alignement data.
Now in the Map UED main session import that brush, it is now ready with all it needs to
be just converted to static mesh, you don't even have to verify if alignement is correct.
And because it contains the texture data, it will find the names of the right textures
and use these.(that's also why you exported them to the process second UED session)
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