So how i understand World Composition tool is that it makes it possible to have large seemles worlds.
Where tiles of map the player is on is streamed in and “old” maps streamd out.
This makes it possible to have large open worlds that player can move betwen the map tiles.
With out any noticable loading time.
I guess it be good mesior to ask if this is actualy correct?
Now on the doc page it says
The two first options don`t seem viable for small teams trying to make open world games.
So by disabeling World Origin shifting do this in essence remove the limit on world bounds?
Will physics beave as usual, is there some things that will not work with this solution?
Am afraid I don`t know how to ask this qustion in a less generic way.
So I will sum it up with how is support for multiplayer, are there some draw backs or limitations we must be aware of?
Thanks for reading