How to stop possessed pawn despawning when moving too far away from spawn?

Hello!

To begin with: my goal is to make a car game in an open-world map. If there’s a good way of achieving this which isn’t my current approach I’d be happy to hear.

What I did to quickly get started was to create a new level using the empty open-world template and imported my landscape using a heightmap. Then I imported the vehicle content pack, dragged in the vehicle blueprint and watched the tutorial on how to drive the vehicle (possess the pawn). But now when I drive too far away from the spawn, I simply despawn. I tried (tediously…) to run all the way over to the same location as in video below, and then I simply stream the partitions and don’t despawn. Video:

I tried turning off HLOD, but that didn’t work. And also, I don’t think I’m streaming in new partitions unless the possess pawn counts as a player (which it doesn’t seem to do).

Any help would be much appreciated!

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Hey @baalimago,
Have you tried checking out the Bounds Scale in the details panel? Increasing uniformly changes the bounds on an Actor.
Other than that, it might be worth checking out the culling settings: Visibility and Occlusion Culling | Unreal Engine 4.27 Documentation
I hope this can help you out!
-Zen

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Ah…! Excellent!

I found this setting (for any future potential viewer, it’s under the pawn mesh) while digging around culling settings:

and checking it made it work! Thanks @ZenLeviathan!

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