@HeadClot ditto https://twitter.com/benjamindsmithy/status/728375778526695424
Nope, silence.
I will poke someone on the engine team to see the status of this PR
You have no idea how much I want this, for both the city sized game Iām making now, and the world sized game Iām making tomorrow.
aaand maybe a space game one day. Iāve SEEN what happens when you donāt 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?
Iām 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
Hey, you got feedback! Nice!
I am really looking forward to this
Will this be in 4.13?
I hope soā¦
Didnāt see it in the 4.13 release notes. If itās true that the larger cordinate system request has been on the backlog for two years (and considering itās 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
Grats on getting this merged This is going to be great for seeing more large scale multiplayer indie games.
This is awesome - Cannot wait for 4.14
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Unreal Engine 4.14 canāt come soon enough
I know right!
I am hyped for 4.14
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?