I’ve read that the level streaming in ue4 re-bases the world origin so that you can move past the world bounds without getting floating point inaccuracy issues, but as far as I can tell, streamed levels need to be in a pre-defined place.
Would it be be possible to somehow use level streaming to rebase the world origin whenever you get near the world bounds, so you could travel infinitely through blank space? ( in all directions )
That’s not quite what level streaming is, what you’re thinking of is World Composition. Level streaming allows you to combine different levels but doesn’t manage things like origin rebasing. I don’t think it contains the ability, but realistically you could make something that appears infinite where it just randomizes how you connect to different maps. Just note, that doesn’t work for multiplayer, you have to make your own solution for multiplayer games that go beyond a certain distance.
Origin rebasing isn’t super complicated, at some point you just shift everything over and it continues, the issue with multiplayer is that you could have players on different sections and so it can’t have them both shifted to the origin at once. In those cases I think you would have to make a system where the players by themselves are shifted to their origins and then when players get close enough it repositions them together so that they’re both set to the same coordinate system.