Large World Coordinate Bug

I’m currently working on testing a custom gravity implementation for my game, which features procedurally generated worlds within a solar system. Unlike typical games that rely on flat terrains, my game requires spherical worlds. The issue I’m encountering is not related to depth buffer problems, as the objects in question are positioned close to the camera. Rather, the geometry itself—specifically the individual vertices—is causing erratic player movement. The player appears to move upwards, then falls, only to repeat this cycle over and over again.

I suspect the root of the problem lies in how the vertex data is stored, potentially in floating-point format, though I’m not entirely certain. If anyone has encountered this issue before and has a workaround, I would greatly appreciate any advice while waiting for Epic Games to resolve the issue.

As an interim solution, I plan to dynamically generate the world using patches of geometry. This approach will allow me to determine the dimensions of each mesh within the sphere at runtime, and cap them to more manageable sizes, such as 200 m².