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Does world composition ever run into floating point overflow?

If so, how far must you go to trigger it?

If you don’t use origin shifting then yes, at around 6km

How do you use origin shifting? I can’t find any tutorials.

Don’t think I’ve seen any memorable tutorials or even seen an example project.
Been looking myself for a while so if you find some please share back on here.
In Blueprints you can play around with the ‘Origin-Rebasing’ Node (test for lag).
Remember to disable killz / world-bounds-check (maybe bump near clip plane)…