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 I’m making now, and the world sized game I’m making tomorrow.

aaand maybe a space game one day. I’ve SEEN what happens when you don’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?

I’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 it…

This feature is really exciting for many people who want to be able to make larger scale multiplayer… No not infinite worlds or planet size… 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 so…

Didn’t see it in the 4.13 release notes. If it’s true that the larger cordinate system request has been on the backlog for two years (and considering it’s on the 2017 backlog now) it could be a while before we see any Epic implemented solution… 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

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Unreal Engine 4.14 can’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?