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Projectiles start spawning *behind* character, after it moves far from origin

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    Projectiles start spawning *behind* character, after it moves far from origin

    I'm trying to see the limits at which the engine will break, in multiplayer, when making big worlds.
    I think I found one of them...

    I have built the engine from source, and changed WORLD_MAX, which I have set to 33554432.0u (~32Mu)
    (+/-16777216.0 is the limit at which float32 cannot represent integers correctly).

    Projectiles start spawning *behind* the character when reaching about 16778m (1677800u / 1.6Mu) away from origin;
    this is very close to 10% of WORLD_MAX/2, and probably not a coincidence.

    I used the example here as a starting point:

    https://www.youtube.com/watch?v=09yW...&index=13&t=0s

    adding the ability to fly and jump a long distance forward, to make testing limits easier.

    Where could that "10% of WORLD_MAX/2" limit be defined?

    I've read somewhere that unreal converts some float32 to float16 before sending them over the network;
    could that have something to do with that?

    #2
    You'll need to look into world origin shifting.

    See: World Composition User Guide

    EDIT: Forgot link!
    EDIT2: Fixed link (doh!)
    Last edited by Kris; 06-28-2020, 01:56 PM.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.

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      #3
      Originally posted by Kris View Post
      You'll need to look into world origin shifting.
      I guess it could have somehow missed that, but I didn't. Changing WORLD_MAX was the easy part; getting "world origin shifting" to work in MP was the hard part. If I cannot solve this, I'll just try some alternative "weapon code", and see if the issue persist.

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