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# UnrealEd Suggestion List

A page to list suggestions for UnrealEd. Note that there is no guarantee than anyone from Epic will read it...

See also the UnrealEd Bug List.

## Measuring distances in UEd

There have been people asking for a way to measure a distance between two points in UEd.

I thought of having basically two actors similar to the brush clip actors. You can add them at any place you want. A script contained within this clip actor would use the x,y and z coordinates of each of the two actors and calculate the difference in x,y and z direction. Now, it would be a simple case of applying the Phytagoras rule to calculate the exact distance between the two points in 3D space.

This can also be done with vertices, but the distance between two vertices isn't always what you are looking for. Besides it would require some calculations every time...

I think this is in the new Ed. —Tarquin

I hope so. Wouldn't wanna go through the calculations...especially with the new Ed. —The Alien

It is, use Ctrl and middle mouse click and drag, you should see a number appear, that is the distance between the original point to the current point. This only works in the 2d viewports. —Zxanphorian

Tarquin: which middle button? My middle button is set to double-click. AFAIK there isn't a standrad "middle button" in Windows, every mouse is set to some preference in the control panel

Wormbo: You can set the middle mouse button to "middle mouse button" in the mouse control panel and some applications make use of it. Unlike a fourth or fifth button, the third (middle) button is natively recognized by Windows.

Tarquin: Ooop! I stand corrected

ZxAnPhOrIaN: The scroll wheel.

## Movement and brush handling improvements

- These features would greatly extend the ease of brush handling
  - Brush nudge feature - you should be able to nudge brushes using the keyboard - would be a great help in good alignment.
  - Ability to restrict brush movement in X/Y/Z axes and on the XY/YZ/XZ planes
  - Real-time Movement mode inside the editor, instead of having to drag the mouse around.
  - A guide sort-of feature, as in Photoshop

## A more efficient way to convert ”BSP” into a “Static Mesh”

The current one does not weld the vertices, this means a normal box that should only have eight vertices, ends up with twenty-four, when converted in the editor.

How hard would it be to program it, so vertices with matching coordinates on the same face would be joined?

Even better, would be if it just welded all vertices, and then in a new mesh “editor” window the user retextured, smoothed and optimized the mesh for them self.

- Suggestion for a few simple commands for the mesh editor...
  - Delete selected poly
  - Assign selected polygons to a smoothing group
  - Assign texture to selected polygons
  - Align textures on selected polygons
  - Pan texture
  - Scale texture

## Some sort of lightmapping for static meshes.

Would be very nice, I know you can do it with lightbaking in 3DSM or whatever, but with this feature in the ed would mean that you wouldn't have to set up lights in 3DSM etc. Obvoiusly shouldn't be overused cuz that would use up tons of texture memory. (Also useful for those of us that don't have 3DSM 5

## SM touching up tool

To smooth edges/make them sharper in Ed. Also, same thing for skins: Smooth/sharpen and lighten/darken.

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