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https://i.imgur.com/EQQUPar.gif
Not sure what absolute Grid snapping does, but I think it helps eliminate screenspace grid issues probably.
snap cursor to vertex, select vertices to adjust, scale selection on Z axis (for example) press S, Z, 0 will scale the selection to zero on the Z axis
probably better to adjust your settings but this method is useful for quick fixes
I'll select (by trait) the "non manifold" edges and use M - by distance and adjust the distance to collapse verts together or I'll select the opposing verts (or verts I want to I want to seal together) and use M - First, Last, Center to collapse them into one vert. This also eliminates double vertexes (vets that occupy the same space.)
If I only need move verts onto each other and not join them together, I use the Scale methods mentions above. Select the verts I want on top of each other ensuring the one that is in place is the active vert, Press S then Scale to Selected or place the cursor where I need the vert to travel to the use Scale to Cursor.
That worked! Thanks! Yeah sorry, the image probably didnt explain very well. That was from me trying to mess with it and align it, no I didn't have absolute checked and I didn't consider using the wireframe, I was grabbing the face instead of all the verts.
I was trying to level it with the grid so that when I use UE's Scale Sizing it'll snap together when putting the Building Meshes together.
Heres what I had before, this screenshot probably shows it a little better:
https://i.imgur.com/4lSe9Gp.png (the geometry is off the grid pretty much)
And here's what I have now after trying what you mentioned that fixed it for me:
https://i.imgur.com/31qGDGl.png (I was able to align it to the default grid but I have to test although I think it should be fine now -- the problem in Unreal is that if it doesn't keep the grid in mind then the objects for modular assets don't snap together properly leaving gaps in between the meshes where they aren't wanted)
Hmm, interesting idea. I think I wanna try doing that although I don't think I fully understand, gonna test it further.
An example of the original problem would be building out a wall and I didn't really pay attention to the snapping of the grid in blender, didn't think it was relevant, that has now created an issue where there's a large gap in the walls of the house mesh whereas it should snap together in Unreal Engine which uses 1, 5, 10, x scaling but it either goes through the meshes or it leaves the gap which I wanted to close so I was trying to figure out the best way to solve these issues.