Why doesn't snap to grid work properly?

I’ve added a few simple blocks to a map to become walls for a room, within a few moves one of walls goes out of alignment, size and snap settings are no smaller than 5cm.

Turning off snap doesn’t help much to get offending wall aligned either, i don’t get why this is an issue considering its basic stuff?

Hi Magneto,

I have not been able to reproduce this so far, have you attempted to manually reset blocks onto grid (set grid snap down to 1 and move it back until it lines back up when you switch to 5 grid)? If this does not fix it, can you provide repro steps so I can assist you further? Thank you!

I’ve tested it again and it’s exactly same, stuff moves slightly off grid.

Add a box and set first to X: 20.0, Y: 365.0, Z: 220.0, second box X: 340.0, Y: 20.0, Z: 225.0, now align them to create a corner and duplicate each individually to create other corner, using a snap of 10 you’ll find its not enough so switch to 1 to try and get it exact, you can’t because it goes off grid.

Thanks.

Hey Magneto,

problem you’re running into is that Snap to Grid is a bit of a misnomer, in that it does not actually snap to a grid but snaps transform amount. It’s a known issue and we’re working to implement a standard grid that can be snapped to. For now, BSP brushes are going to be difficult to place exactly where you want them until you turn them into Static Meshes, at which point you can give them a specific Location and snap them together accordingly.

For now, making sure your brushes are sized similarly and then positioned should help alleviate issue you’re experiencing.

Hope that helps!

Any idea how long things like this usually take to get fixed? I am crippled as far as making block out levels because I can’t snap verticies (or am I doing something wrong?)

I’m having issues with this as well. I’m not sure I completely understand workaround mentioned with using meshes, how does using static meshes fix issue? Thank you so much.

There is a good solution for snapping to grid properly where you simply hit Ctrl+End while BSP is selected. That will cause it to align to closest point of grid. After it has been snapped to grid, translation snaps will keep it in line with grid. I hope that this helps!

Also just right-clicking vertex will also snap it to grid it will also move pivot point to that vertex as well to make it easier to move when zoomed in.
pivot point will return to normal position once deselected.

most of precision i make is with bsp shapes, doing so on geometry editor. Problem is its dificult and can only be done with bsp. Another problem when doing this it mess up pivot which need to be reset to center of geometry and set as offset everytime you move vertices of geometry. And it doesnt have any way to use transform tools on selected vertices to snap to vertices of another geometry using V key. Only possible to align perfectly like say you have a box to fit in door way and want to make sure no gapes, so easiest way is to go to geo edit mode, from perpective viewport with object selected click on surface you want to move to resize geometry doing so pivot go to center of that surface(cant use V command whould it be easiest way if possible) so you can resize like this, and to snap to other object must snap geometry to grid first, then use alt+mmb to move pivot to surface you want to snap to.

And this is all i try to do to make things perfect and sometimes it get really hard or even impossible, UE is a big fail about shaping geometry and snapping process.

Really hope they implement tools to make shapes and snapping really possible, and a feature to manipulate vertices with all tools possiblities to make any kinda of snap. And grid is relative it doesnt really exist which make things really hard to snap stuffs together. Why they do UE like that? why not make it optional to turn on relative grid on/off?

If anyone know a better way to size a box in perfect align with any object, be a dor way or a door, pls do explain process.