Passing Transformation from the Unreal Scene - default position not working

 

I have some problems with passing transformation from Unreal to Axi - everything is working correctly and I have control of transformation but Axi repositions my stuff right in the middle of the level (in 0,0,0). I tried to set the default value (by adding a variable node) in node "Get Aximetry Transformation" but it didn't work. How to solve this? I want to have control over my meseches but I need them to be exactly where I put them in Unreal.

   KGH.EC

 
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Eifert@Aximmetry
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Hi,

Get Aximmetry Transform passes Transformation from Aximmetry to Unreal and not the other way around.
Get Aximmetry Transform exposes the Transform in Aximmetry once you import the Unreal project into an Aximmetry compound/project. The exposed new pin will have the (0,0,0) value, which is why it was always at the (0,0,0) position.

Warmest regards,

 
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chinzillafilms
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Hi Eifert! I had the same question and you did not answer it or understood it correctly. When I have an object placed in my UE scene AND want to control it in Unreal, BUT I need to have the object positioned right where I did in Unreal (not 0.0.0.), what do I do? Thank you :)

 
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TwentyStudios
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@chinzillafilms: Aximmetry doesn’t receive the position of the object from UE4, so it’s expected that it defaults to the 0.0.0 position since that’s the position it gets from Aximmetry. You could just copy/paste the transform manually from the UE4 scene. What I usually do if I want to control the object position relative to the UE4 position is that I parent the object(s) to a Null object placed at 0.0.0 in the UE4 scene. I then do GetAximmetryTransform on the Null object instead. That way everything stays in place in the UE4 scene while still being controllable from Aximmetry.

 
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Eifert@Aximmetry
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Hi Chinzillafilms,

Yes, I misunderstood the original post a bit.

So connecting anything to the Default Value won't work.
However, you can change the Default Value in the node using the Split Struct Pin option when right-clicking on the Default Value text:
->
If you add the Unreal project to a new Aximmetry project with an edited Get Aximmetry Transform Default Value, then in Aximmetry the pin of the Unreal module will have the same value as the Default Value. However, it won't change back to this Default Value once you edit it in Aximmetry.

All this probably won't help with your workflow and you should probably follow TwentyStudios suggestion.
Also, note that distances in Unreal are in centimeters, so if you copy-paste position values from Unreal to Aximmetry, you will have to divide it by 100.
The Default Value in the Get Aximmetry Transform uses Aximmetry's meter-based unit of length.

Warmest regards,