Dash Curve coordination space
Dash curve seem to use own coordination pivot and set 0,0,0 as default (even the real world location would be differen e.g. 7000,0,0). Makes tricky to use the dash curve as input for PCG. Would be cool to have toggle setting.
11 Replies
the real world location 0,0,0 is near the chimneys
@SaOk
Right click on curve actor -> Pivot -> Reset Pivot Offset
does this fixes it for you ?
That fixed it. I hadnt spotted the whole pivot feature before in unreal. With large world that pivot reset (or offset) can be still clumsy, Could be nice tool addition to have actor location centered near the curve or to first spline point location. Can make that with editor widget but would be nice center tool to have in dash too (unless I havent spotted it yet). 🙂
Basically this one to have as recenter tool for curves in dash (to use after pivot reset).
fyi with the upcoming Dash release, pivots are now centered by default for curves, meshes, instances and everything else we create 🙂 Appreciate the suggestion!
thank you very much 🙂 makes it nicely easier with larger maps
the actor containing instances is still set in 0,0,0 which can be bit troublesome with packed level actors used with pcg (the bound will be massive), unless the packed level actor was made near origo. Using this method in editor widget to set actor to first instance location
cc @Costantino - CTO
ideal would be to have toggleable setting to set actor location (not pivot) to first (any) instance location (surface scatter tool) or spline point (dash curve).
In Dash 1.7 we made our generated curves with the pivot at the curve center, where the transformation will represent an actual location in space instead of being at zero. When zeroing the transform, you will be able to have the curve at the origin for example.
Thank you for adding 🙂