We are making a Listen Server world. I saw the large terrains in the video, Are there easier setup for world origin rebasing now?
Just about to ask the same question, I’m hoping that UE5 with the new World Partiton handles all this seemlessly. Fingers crossed.
UE5 will support 64 bit precision. No need for origin rebasing.
But what about the physics going all Super Shaky after 5 kilometers? I wonder how they are going to fix this??
Does UE5 still not support 64 bit precision?
It’s being converted. Chaos support doubles, rest of engine is WIP.
Project Settings - Engine - Networking - Enable Multiplayer World Origin Rebasing
LoL Sadly it is not that easy and was broken on Listen Servers in Unreal 4.
Large World Coordinates removes some of the limitations on world size related to the use of single-precision floating point coordinates for absolute positions. Thats all I have found so far.
64 bit is definitely resolving this. You will need to go much much higher distance before anything shakes.