Last edit: 9/27/2019
Currently using Origin Rebasing you can expand your worlds to the box of ±21 000 km in each direction.
We don’t have the tool to position assets at this scope.
What I’ve developped since the opening of this thread is library of unreal engine vectors, transforms, rotations mostly converting FVector, FVector2D, FVector 3, FTransform, FQuat, but also some geometric assets like box, sphere (for intersection computation etc…) etc… to use and operate using double precision.
In its current form, those modification are engine modifications, not a plugin i could easily share.
To fully use World Origin Rebasing you first need to change the Unreal Engine 4 Variable WORLD_MAX to go beyond the base ±20km of playable area.
Below i’m playing around at (21 000km,21 000km,0).
UPDATE: - FDVector - Double Precision Vectors - FDVector4 - Double Precision Vector4 - FDTransform - Double Precision position Transforms - Math operation - Cross compatibility whenever possible - ExtraMath: CosDouble(), SqrtDouble(),.... - Couple FMatrix operations available - SceneComponentDouble - PrimitiveComponentDouble **Extra explanation:** SceneComponentDouble and PrimitiveComponentDouble are only available in C++, still figuring out a way to hook them into the Actor class in the best way possible.