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[469b] UnrealEd silently changed (snapped to grid) pivot position on select Brush/Mover #458

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SeriousBuggie opened this issue Jun 19, 2021 · 2 comments
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internal-fam UnrealEd This is an issue in Unreal Editor
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@SeriousBuggie
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Reproduce:

  1. Create any Brush/Mover.
  2. Set Grid size to 1.
  3. Move Brush/Mover to place where pivot will be not on grid 16.
  4. Unselect Brush/Mover.
  5. Set grid to 16.
  6. Select Brush/Mover.

Expected result: Pivot position not changed.
Actual result: Pivot position snapped to grid with change it.

This typically break some pivot-related stuff:

  1. Rotating Movers.
  2. If you use really big grid, for small brushes pivot goes in unexpected positions and cause unexpected selection of brushes because selection of brush happen on select it pivot.
  3. Sound produced by Movers appear on pivot position.
  4. Light for movers calculated based on pivot position. If pivot outside map - mover will be black.
  5. Possible something else.
@stijn-volckaert stijn-volckaert added the UnrealEd This is an issue in Unreal Editor label Jun 20, 2021
@SeriousBuggie
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This totally awful. You try select rotating mover for set them dynamic lighted, but it move it away to snap grid.
And can be +/- if it be transactional. But no. You press ctrl+z and undo previous action, not this stupid mover movement.

@SeriousBuggie
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SeriousBuggie commented Oct 9, 2023

This happen basically everywhere for any mover.

Here another test case:
!. Set in UnrealEd grid size to 256.
2. Open mover_select_bug.zip
3. Select mover.
4. Start play map from editor.

Expected result: Cube rotate around one corner. You can see this, if set grid to 1, before open and select.

good.mp4

Actual result: cube rotate very different, because pivot moved away, after simple select mover:

bad.mp4

@stijn-volckaert stijn-volckaert added this to the 469d milestone Oct 23, 2023
Smirftsch added a commit to OldUnreal/Unreal-testing that referenced this issue Dec 11, 2023
…rtedit mode

Corrected player skin names per request
Editor:
Improved editor LightColor selector
Improved editor vertex editing
Made vertex editing not mess up brush U/V mapping.
Made vertex editing not force "Transform permanently" on the brush.
Improved controls scheme of vertex editing to match actor movement controls.
Fixed vertex edit mode not drawing vertices on 3D viewport on Direct3D.
Fixed 'Show polygons' right click option on brush movers to not merge faces (pulled from 469).
Added vertex edit mode right-click menu to allow mapper to create new faces or add more vertices to a brush.
Enabled support for vertex editing on non-brush based actors with brush collision shape (like dynamic zoneinfos).

Implemented hash map fix from 469 Should improve performance of TrueType fonts in Unreal.

Editor mesh fixes:
Fixed socket preview not functioning on skeletal meshes with a weapon bone specified.
Removed some debug logs forgotten in on editor skeletal bone preview.
Fixed an editor crash if you tried to preview a socket on a static mesh.

UEd: Improved stability of BSP face merging tool

Minor sunlight fix:
Fixed skybox sunlight actor to lit up zones without zoneinfo actors.
Added to BSP surf stats page to show the zone numbers the surf belongs to.

New editor features:
Ed: Added right-click option: Polys -> Merge selected brushes - It will turn all selected brushes into a single red builder brush.
Ed: Updated properties window so you can free type in text to ScriptedPawn Orders aswell.

Fixed OpenAL overriding unknown sound sources making sound effects heard in multiplayer get cut off a lot.

Editor improvements:
Ed: Added more info to BSP polygon stats window.
Ed: Made BSP builder even better at detecting illegally merged BSP surfs.

Fixed a mover issue:
Fixed a regression where movers turned invisible when map was saved in 227k.# Please enter the commit message for your changes. Lines starting

Fixed SwFMod music bug: Fixed a bug where music would stop when camera changed viewtarget to another sublevel.

Added native UT client support

Fixed Sublevel warpzone issue:Fixed a bug which made it impossible to jump/dodge into a warpzone that lead to different sublevel.

Optimized BSP polygon splitter function
UED: Fixed so BSP builder doesn't create illegal polygon links.

Corrected GetPackageLinker to return a valid linker if package parent is given but no fi
lename.
Changed editor viewport redraw to flag viewport as pending repaint instead of instant repaint.
Fixed editor 'From Brush' to mover to correctly copy keyframe position to builder brush so it doesn't reset back to original position on next rebuild.
Changed PHYS_Rotating to always rotate at least 1 unit even if you have insane high FPS.
Disabled (a likely unintended case of) pivot snapping. See OldUnreal/UnrealTournamentPatches/issues/458 for more info

Merged 469 direct input updates
Editor: stats code cleanup
Editor: Made ScaleGlow functional on lightmap staticmesh

Added extra polyflags for 227k+ maps.
Added polyflag for disabling volumetric fogging for specific surfaces.
Added polyflag to disable BSP splitting for specific surfaces to manually fix bad cuts.
Fixed a crash that could happen on in-game load if mapper has deleted a mover after building lights with dynamic shadow casting.

Fixed BSP collision failing at some situations
Restored Corona fading out and unlit surfaces covered by volumetric fog to pre 227j behavior with additional flags to enable it specifically in >= 227j

Fixed DynamicLightMover to be lit even if its origin is inside world geometry.
Fixed static meshes with lightmap to draw translucent surfaces with proper lighting.
ScriptedAI: Added editor option to flip drag direction when moving around in the viewport.
ScriptedAI: Added so when you drag action, when you hold down shift key it will move viewport along with the action.

Cleaned up hitscan weapons code to use a common codebase for warpzone handling.
Fixed UPak CARifle to be able to fire through warpzones.
Fixed Minigun being unable to trigger movers.
Fixed a bug with ArbitItem spawner

Fixed so clip markers can be properly placed in editor again.
Fixed emitter particles to react to dynamic zones again.
Fixed player zooming/FOV variations with interpolation FOV modifier.
Fixed GrassDeco to not cast dynamic shadows and made it smoothly fade-out with VisibilityRadius.
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