I have a fairly sizable level with world partition; during play mode, as I moved my pawn to a specific location, the level would unexpectedly self-reset and move my pawn back to the starting position. According to the output log, it appeared to have happened after encountering the following:
LogRenderer: Display: Invalidated clipmap due to WPO threshold change. This can occur due to resolution or FOV changes.
I am fairly new to Unreal Engine and after some googling, I am still unsure how to fix this. Any help is greatly appreciated! Thank you.
Edit:
I performed additional testing by moving the starting position of my pawn to near the spot where it had previously reset its position. I was able to move pass the previous location but after traveling some distance, it reset its position again back to the new starting point.
Since clipmaps are used by virtual shadow maps, I switched the shadow map method to the conventional Shadow Maps under project settings; the pawn position still gets reset at around the same locations.
I think the clipmap message happens “at the same time” as the player move, but isn’t the cause of it.
It sounds like the engine is confused about origin rebasing versus world partition loading, perhaps?
I agree that the clipmap message is not the cause and as you pointed out that it may be related to world partition loading. In the new test I performed (edit #1), the reset took place right before my pawn is making a turn to the backside of the mountain which could have triggered world partition loading. Is there additional setting I can check or log output to find a solution?
After extensive trial and error, I believe I have found the cause. I was following tutorials on how to create a custom vehicle BP and was simply placing the vehicle pawn on the map and using “Auto Possess Player” feature. By default, the “Is Spatially Loaded” option is enabled causing the pawn to reset as I move it across world partition boundaries. TBF to tutorial content creators, this wouldn’t have been an issue as it’s a convenient way to quickly test the new BP which is normally placed in a small level without world partition. Thank you @jwatte for pointing me in the right direction. Hopefully this helps other new UE developers who encounter the same issue in the future.