hey I’m having an issue in regards to my object being too large my floor is a flat disc (cylinder) with a radius of 500,000 cm so basically it has a 10km diameter I found out that 8 kilometers was apparently the limit in regards to unreal engines capabilities and so used the world settings to downscale the world. Issue is that Iḿ still getting the same crash when I reach a certain proximity to the edge.
Hi Charlie,
There are default settings in the World Settings detail panel that disable playing outside of a larger area. This is not a crash or a bug. This is a predetermined limit that is set.
It can be disabled in the World Settings by unchecking the “Enable World Bounds Checks.”
This will allow you to go to the edge. However, this could affects any physics that you’ve got setup in the game since this is tied to the world origin. This is why the limitation is set.
You would be better served by using smaller meshes tiled and using Level Streaming or looking into the World Composition tool that was recently added in 4.3 to make larger worlds more feasible.
You can see how Level Streaming works by opening up the Content Examples project from Marketplace > Open Map > Level Streaming
You can find level streaming volumes information here.
You can find some documentation on World Composition here.
If you have any questions feel free to ask! ![]()
Tim
Wow, so a world that is 8 kilometers x 8 kilometers will function normally?
If so, that’s a pretty big world. The question is, will the client/server bog down to nothing, or does it simply take time to load the level into memory?
If it runs fine, you can make a “mini-mmo” right in UE4 out of the box using UE4 networking on a UE4 dedicated server. As big as Servers are now, I bet you could run 200-300 players. And even more in the near future. These servers are getting huge.
Even a better question is UE4 smart enough to load into an android, ios phone? Or would this be PC/Mac only? And im asking guessing on the future development of these machines. Say 2-3 years down the road.
Hi Xdust,
This post should clear up some of the world size limitations for you.
With the release of World Composition, there is now a more efficient way of handling large worlds. You would still want to use common methods of development such as using LODs and cull distance volumes to keep your game running smoothly. Everything typically comes back around to optimization for a lot.
With regards to Android you can you see on our new Wiki page for Android Device Compatibility that a conscious effort is being made to have the engine work on as many devices as possible! There are still limitations though. A lot of the limitations are device specific and there are certain features that simply are not ready or capable to have on Mobile, at least not yet anyways. If you’ve not taken a look at our Platform development guide this would be a good place to start for how to get the most out of the platform of choice.