Dynamic Level Object Generation / Multiple World Objects?

Hi,

I’m new to Unreal Engine (and game development for that matter) and was hoping someone could help me with a world sizing issue I’ve been having. I realize that float precision at larger level sizes becomes an issue, and that in the Unreal Engine this is particularly the case at anything over 512k x 512k unreal units. I cant make use of WorldPositionOffset as the game will be multiplayer. So i’ve been trying to come up with a clever way of getting around this issue. Essentially what i’m asking is, is it possible to rather than pre-creating a known set of level objects, have them be created dynamically in code. They would ideally be empty level objects which I will fill later. I have looked through the APIs and haven’t been able to find where or how I would do this. Also, is it possible to make use of multiple worlds, not as in planets, but the world object (or from what I’ve seen appears to be the container of level objects)? If so then I could logically tile worlds without having rediculously high location values, and therefore avoid floating point precision issues. Any help would be greatly appreciated, whether it be an answer to my questions or guidance in any form.

Thank you,

Hi,
You can just increase WORLD_MAX constant to a bigger value, like 2-3 times bigger, and check if it works for you. I guess it will still work fine.
And WORLD_MAX limits is only for a playable area, you can still place decorative (planets?) objects beyond those limits.

Firstly, thank you for your reply.

However I should clarify, my question relates to playable area. I’ve been under the impression that increasing the world max will likely cause odd physics simulations among other issues due floating point precision errors. When referring to dynamic world or level generation I’m talking about generating the objects which contain position data or the list of actors contained in that level etc, I’m assuming they are ULevel and UWorld objects but I have not been able to discover any method of creating these dynamically. Or if dynamic creation of these objects would in fact solve my issues.

Once again, thanks for your help so far.