Server/Client world origin syncing ideas

Hi guys,

I am currently working on a project that requires us to use “world origin rebasing” in UE4 (because of space scale :P).

This is… “Of course” meant to be multiplayer. So here comes my main question:

Does any of you have ideas on how to sync the server and the client so that each client could move in the universe even if they are very far from each other?

I have been thinking about rebasing the world server-side each time we do an action on a client (to sync the physics correctly?) but I am afraid of the heavy impact this might have performance-wise (and I am not sure the physic will still be able to handle that).

I keep finding no solution aside of “it would be nice if everything was some double and 64b instead of floats”… :’)

Any suggestion or advice ?