Common issue with creating custom Static Meshes for Unreal Engine 4 or any other game engine is to have the exact same scale and dimensions translate from your 3d modeling application to Unreal Engine 4.
In this tutorial you will learn what to do to set up the grid in Maya/Maya LT to match the grid inside Unreal Engine 4 editor.
Once you do, anything you create inside Maya, will translate directly in scale and proportion to Unreal Engine 4. Everything will stay on the grid and to the same size as you modeled it inside Maya.
This is exactly how I have my grid set up in Maya for Unreal Engine 4.
One important element of scale you need to know is 1uu=1cm.
First, you need to make sure that you have working units in Maya, set to centimeters.
Go to Window > Setting/Preferences > Preferences:
Then inside Settings and under Working Units check that Linear is set to centimeter:
Now, let’s set up our grid.
Go to Display > Grid Options:
Under Size set the following values:
Best way to see if this is working is to create a box of specific dimensions and export it to UE4.
Here I created a cube of 100x100x100 units in Maya LT:
Inside UE4, here is the same exact box imported:
I also created a BSP box with same exact dimensions (100x100x100) right next to the imported box to see if the size matches; and it does:
Inside Unreal Engine 4 project make sure that "Measuring Tool Units" are set to centimeters. It should be set by default.
Go to Edit > Editor Preferences:
Under Level Editor: Viewports > Look and under Feel: Measuring Tool Units > Centimeters:
From here on, everything you create in Maya and exported to UE4 will match in scale and dimensions across both software.
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