I am boxing out my level for my proof of concept, and I am familiar that Epic has always used their own unit measurement system. Is this still valid for UE4? I am wanting to also make sure my unit size is set up properly in my 3DS Max as I would need to make sure that all my model props and stand-ins are proportionate to one another. I am also wondering if anybody has any advice on creating a volumetric light in UE4. I am using it for the characters flashlight, and its a major part of my concept and design so I wanted to nip that in the bud pretty early on in my development.
I am coming from Unity, which is a different kind of beast in its own right, so Unreal in a whole is new to me. I hope im posting in the correct section, and if not then I apologize. There are several ways to change the size of the Unreal Unit. The most common and most practical is via the project settings. These let you change the unit size for each type of measurement separately. The two checkboxes at the top will tell Unreal how you would like your values displayed.
By default it will only show them where applicable, and not on any component transforms. I like to keep them both checked. You can pick from a range of common sizes in both Metric and Imperial systems. These settings can also be changed directly in the DefaultEditor. This means that if you wanted to experience what it was like working in the Unreal Development Kit and set your uu distance to.
Side Note: You should think carefully before moving away from the default Unreal Unit size. Centimeters work best for your average project, and a lot of the default values throughout the engine expect you to be operating in centimeters. If there is a scale mismatch in your art pipeline I would highly recommend tailoring your other software to match Unreal, if at all possible.
That said, changing to a different unit of scale may be completely justified. The consequences for irregular or incorrect scale are far more significant in a virtual reality project.
Mismatches in the dimensions of your world can cause severe motion sickness and dizziness in your players. Depth perception makes the discrepancies obvious. Altering this setting is an easy way to globally scale the world in relation to your player.
By default, World to Meters is set to as it expects the project to be using centimeters, and therefore uu in a meter.
If you wanted to half the apparent size of the player in relation to their world, you would set this value to The smaller the number, the smaller the player will appear to be. Playing with this setting can quickly make your players feel sick! The grid is a marvelous tool to quickly check the distances between objects. This means that even if your project is set to meters — your grid will still operate in centimeters.
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