I’ve created a sphere in Unreal Engine 5 using its modeling tools. The sphere’s size is roughly a quarter of the Earth’s size, with a radius of approximately 1500 kilometers. However, when I’m on top of the sphere, I’ve noticed that the vertices start behaving unpredictably, almost as if there’s a precision issue. My suspicion is that Unreal Engine 5 might still be using single-precision floats for its models instead of double-precision. Could this be the root cause of the problem, and if so, is there a way to address it within UE5? I’ve also recorded a video that illustrates the issue, and any insights or guidance would be greatly appreciated.