Strange shaking/twitching of the attached mesh/skeletal mesh/component at a distance from wold origin UE 5.3

Strange shaking/twitching of the attached mesh/skeletal mesh/component at a distance from wold origin of approximately 4000 - 5000 units. first person character with a weapon in his hands. If the weapon is part of the character’s mesh/skeleton, this artifact does not occur, but when the weapon is a separate actor/mesh, then this bug begins to appear
I conducted an experiment, at the border of four thousand units I shifted the world coordinates to the player’s position, the bug disappeared. But this solution is not suitable because it does not work with Nav.mesh and I am sure that it will be a problem for other systems.

I hope the engine developers see this and fix it. Since this bug makes it impossible to create first-person games with a large world.

With large world coordinate this kind of problem should now be addressed.
Perhaps you use some intermediate float variable somewhere in your blueprint?

Thank you for your interest in the topic!
Can simply using an intermediate float variable anywhere in BP lead to this? Sorry, I don’t have much experience with BP, I’m not a programmer, that’s why I’m probably asking a stupid question

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Yes it can if you use float variables to compute location and put this in your actor.

But perhaps LWC is not completely ready (I did not play much with large world in UE for now) :
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1253-large-world-coordinates-on-gpu.

A solution when it’s not available (in unity for example) is to manually relocate everything near (0,0,0) as you move.

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no float variables are not used to compute location, apparently this is an engine bug. The solution of moving everything sounds like a plan, but is unlikely to work in UE, due to Nav.mesh and heavy calculation of landscape movement…

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