How little can you go?

I’m thinking along the lines of “honey i shrunk the kids”.

How small can I shrink my charters before I would start to run into issues? I’m thinking about eventually doing this to greatly increase the playable area without having to use infinite world techniques.

I’m pretty sure the physics will start getting wonky at crazy low scales. So if that is your reasoning for shrinking everything down into world space, may want to find another solution.

I think the lowest you can go is about half scale but as the default map size is like 5X5 km and with level streaming you could make a map a lot bigger there wouldn’t really be any benefit to making everything tiny.

out of curiosity how big is the map you plan to make?

I also remember it as half scale. Also apart from physics lighting wont work as good with smaller dynamic meshes. You can get over the shadow issues with inset shadows but it will ruin the performance if you enable that for every mesh. You’ll have less problems with world composition and normal sized characters really.

Rigs will be a trouble too (Thing that i discovered when i tried to import my first blender skeletal meshes which were too small to be rigged fairly.) Maybe thinking about the opposite (set an usual sized character in smallest world and set world around larger and larger would be easier…

As big as I can and not run into issues.

My goal is to eventually make a carrier command-ish type game in space. And I’m really wanting the ability to instantly and seamlessly switch sectors in real time. Having an insanely large map would help keep me from having to run a sim in the background to fake it.

But in the end, I may just have to just come up with some kind of a sim to fake what is happening at other sectors.