Best WORLD_MAX value for large world?

I want to make a world much larger than 20kmx20km. Some research turned up that someone found the engine (physics/animations) “breaks” at about 106km away from origin (in Multiplayer mode). So I’m going to assume a maximum world size of 210kmx210km (until I did my own tests). That would be barely enough for me to create one *small *planet.

My question is, what should I set WORLD_MAX to?

It is possible to move outside that boundary, if the boundary check is disabled (I would have to write my own “kill box” code).
But I feel that setting WORLD_MAX to 210km would be a “Bad Idea” and cause performance problems, as it affects things like rendering distance, shadows, fog, landscape collision, sound, particle effects, projectiles … OTOH, if I don’t set it to my “real” world size, the game might break in unexpected ways when I move far past that limit.

I could (or might have to?) create one or more additional constants, and edit the engine source to enable movement over the whole world, without killing rendering performance, but I was hoping to get this done with the least changes possible, as it makes upgrading to a new version harder.

That is the kind of planet I want to make: https://www.unrealengine.com/marketp...xel-plugin-pro picture #6 … a voxel-based planet.

> The player must be-able to land on it and fly away from it.

That would be good, but I don’t expect them to “fly away in the void” anymore, as it seems nearly impossible in UE4. :frowning:

> Epic has absolutely no interest in this area at all whatsoever.

Yup. I have seen the recent footage of the new “planetary system” (whatever it’s called), but they said nothing about float32 precision, AFAIK,
so I have to assume it will allow “pretty” planets, but not “functional” planets, at least not in MP.

I really want planets, but I want multiplayer more. If I have to choose, I’d rather have my “planet” be a large square, and pretend it’s a “cylinder” by teleporting them at the edge, but have multiplayer.

That thread is quite large; I’ll have to read it in details.