Lyra weapon tracers fly off to some unknown point in a huge environment where location values reach for example 40,000,000 (million). Weapons hit their targets but their Niagara tracer effects don’t. (UE 5.3.1)
What could cause that to happen?
Lyra weapon tracers fly off to some unknown point in a huge environment where location values reach for example 40,000,000 (million). Weapons hit their targets but their Niagara tracer effects don’t. (UE 5.3.1)
What could cause that to happen?
Hey there @Astaraa! Is the disparity only present at incredibly large ranges? Is the disparity somewhat consistent? I haven’t worked with Lyra’s tracers or LWC much, but could the particle systems be based in 32 bit float coordinates while most things in large worlds have been transferred to 64 bit?
It sounds like that would be why.
It’s consistent every time and only present when one of the hit axis is in the millions.
Good:
X=339,561.829 Y=515,001.751 Z=928,307.028 (nothing over a million)
Fail:
X=17,437,759.785 Y=-50,473,029.087 Z=40,123,224.301 (really far)
X=423,692.028 Y=824,790.946 Z=1,480,304.827 (Z)
X=341,091.680 Y=-5,421,233.621 Z=400,122.742 (Y)
So…
Setting “Vector is in Absolute Large World Space” seems to help the default Lyra tracer (NS_WeaponFire_Tracer).
And I notice a beam I have reporting this.
LogNiagara: Warning: Setting variable Beam End on asset … with value (17463202.513138, -50474958.350273, 40122310.973417), which does not fit into a FVector3f without losing precision! Consider using a position type instead if the input is a location.
Changing it to a position seems good.
Ahhh great work, there’s a bunch of systems that haven’t caught up to 64bit floats so these things pop up here and there and my best way to identify them is space based games (due to the distances at play). Do these settings work for your use case?
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