Hey @LegendreVR
This indeed looks like lack of precision. I only had this happen for large clouds with half precision selected (as it then uses 16 bit floats), confirm that you didn’t accidentally enable it.
Try centering it using cloud center option and see if it changes anything (it shouldn’t, but it won’t hurt).
Alternatively, depending on how the points are ordered it might be the auto LODing - does it also show with LOD0?
The data is internally stored as floats, so if the original offsets are large enough it could be causing the bottleneck. I might add an option to import and store the data as doubles up until its handed over to UE4 rendering. This should allow for transform modifications without accuracy loss at the expense of double the size footprint.
EDIT:
I don’t know why it comes through mirrored, which axis is reversed? You can use negative scale for it to flip it back until I find the issue.