Pull Request - World Origin Shifting in MP

@HeadClot ditto https://twitter.com/benjamindsmithy/status/728375778526695424

@nkey - Has there been any news on this from Epic?

Nope, silence.

I will poke someone on the engine team to see the status of this PR :slight_smile:

You have no idea how much I want this, for both the city sized game Iā€™m making now, and the world sized game Iā€™m making tomorrow.

aaand maybe a space game one day. Iā€™ve SEEN what happens when you donā€™t do it - Kerbal Space Program has this issue.

PR is updated to match 4.12.2 codebase - https://github.com/EpicGames/UnrealEngine/pull/2359#issuecomment-225393042
Also, there is first feedback from EPIC - https://github.com/EpicGames/UnrealEngine/pull/2359#issuecomment-225145823

Any new news from epic on this?

Iā€™m up to dealing with origin shifting in Eden (again) and this will be the thing that determines whether or not I can support multiplayer in itā€¦

This feature is really exciting for many people who want to be able to make larger scale multiplayerā€¦ No not infinite worlds or planet sizeā€¦ but arma size :slight_smile:

Hey, you got feedback! Nice!

I am really looking forward to this :slight_smile:

Will this be in 4.13?

I hope soā€¦

Didnā€™t see it in the 4.13 release notes. If itā€™s true that the larger cordinate system request has been on the backlog for two years (and considering itā€™s on the 2017 backlog now) it could be a while before we see any Epic implemented solutionā€¦ tis a shame

Seems like planned to merge into 4.14

PR is merged :slight_smile:

Grats on getting this merged :smiley: This is going to be great for seeing more large scale multiplayer indie games.

This is awesome - Cannot wait for 4.14

^^^^^^^^^^^^^^


^^^^^^^^^^^^^^

Unreal Engine 4.14 canā€™t come soon enough :slight_smile:

I know right!

I am hyped for 4.14 :slight_smile:

Is this done with blueprints only?

Will this be able to handle situations where co-ordinate bounds exist out of WORLD_MAX (10KM from origin) on server . I am asking this because no matter the amount of shifting on client the server would still run on a single co-ordinate system which would be limited to WORLD_MAX.

Does this setup takes care of that?