(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

You’re welcome !

The only limit I think you’ll have is the fact that the value being returned from the engine is a single precision float, here’s a reference on what sort of accuracy you can expect:

"
If you want an accuracy of +/-0.0005 (about 2^-11), the maximum size that the number can be is 2^13 (8192). Any larger than and the distance between floating point numbers is greater than 0.0005.
"


UE4 is using the PhysX engine under the hood to do the distance calculation:



```


PxGeometryQuery::pointDistance


```



So I do think your only limit is the accuracy of a single precision float.

Summary:

If you have two surface points to check the distance between that are more than 8192 units apart, your accuracy is limited to 0.00005 and gets smaller as the distance between the points gets bigger.

If your planets or the bodies you want to measure collision for are more than 10,000,000 unreal world units apart, you can expect the accuracy to be dropping in terms of precision down to 0.001 (1 mile you are saying).

If you need measurements more accurate than 1 mile, you’ll need to measure bodies that are more like 5,000,000 or 1,000,000 unreal in-game units apart.

How far apart are the planets or the bodies you want to measure in your UE4 Galaxy?

:slight_smile: