I’m trying to see the limits at which the engine will break, in multiplayer, when making big worlds.
I think I found one of them…
I have built the engine from source, and changed WORLD_MAX, which I have set to 33554432.0u (~32Mu)
(+/-16777216.0 is the limit at which float32 cannot represent integers correctly).
Projectiles start spawning behind the character when reaching about 16778m (1677800u / 1.6Mu) away from origin;
this is very close to 10% of WORLD_MAX/2, and probably not a coincidence.
I used the example here as a starting point:
https://www.youtube.com/watch?v=09yW…&index=13&t=0s
adding the ability to fly and jump a long distance forward, to make testing limits easier.
Where could that “10% of WORLD_MAX/2” limit be defined?
I’ve read somewhere that unreal converts some float32 to float16 before sending them over the network;
could that have something to do with that?