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One unit equals 1 cm but is it usefull?


I know that 1 unit equals 1 cm, but when I build a level based on real building plans it does not look real. Corridors are very narrow. Am I doing something wrong?

Thank you, Michal

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asked Mar 31 '14 at 07:18 PM in Using UE4

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2 answers: sort voted first

Useful? Yes.

Practical? Depends.

Often real world scale objects seem odd in games due to camera FOV and the fact that you as the player don't have the same peripheral vision as you would as a human. Roughly 60 FOV typically looks natural but you can play with this in your camera defaults.

Also, depending on what you're final goal of this project is, it might be a good idea to make things a bit bigger than real life to support gameplay. Many first person shooter levels are exaggerated to accommodate fun gameplay over super accurate measurements.

So knowing that 1 uu is 1 cm makes creating assets and keeping a consistent scale much easier. This is also useful for knowing speed and distance inside of blueprint or C++ since floats and vectors (related to location) are in uu's which = cm's. This is assumed based on you using one of Epic's player controllers. You could always make your own controller and player at any scale and then a uu can be whatever you want (technically a uu (unreal unit) is a generic unit). Personally I would just stick with cm for simplicity sake.

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answered Mar 31 '14 at 07:41 PM

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avatar image Micz Mar 31 '14 at 10:49 PM

Thanks for your detailed answer.I understand that in game i have to adopt oryginal plan to game play, but what if I would like to make an app which shows a house or a flat for sale. I would like to make it look as accurate as possible.

avatar image Zarrabim Mar 31 '14 at 11:12 PM

You said it. "...make it look as accurate as possible."

Some of this will be realistic and some of it will be exaggerated. If it looks right and feels right, that's all that matters. You may have to fake a few things to get it to feel right but I would build out a hall and a few rooms to scale then adjust them to "feel right" (like RS mentions below).

You are on the right track.

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Like Derek says, is useful but you have to build your levels or props and test it every time to have something that "feel right " obviously you have to have your camera type and fov already set up the way you want! for example, If you change your default fov at the middle of production, some props may look weird..

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answered Mar 31 '14 at 07:54 PM

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