UE 5 Rebasing?

We are heavily dependent on Rebasing for our space flight levels but as we are nowhere near ready to release, we would like to move to UE5. Does UE5 continue to support rebasing and integer vectors?

Sorry if this is not the place to ask such a question, but I could not find any other categories in these forums to ask UE5 questions. I was unable to post without putting 4-27 as version. I have no idea why.

UE5 supports double for world coordinates. Idea is that we wouldn’t need workarounds like world-origin rebasing, which didn’t even work in multiplayer.

It might be all good for your project, but I didn’t work on any space flight game. Just evaluate yourself with an engine compiled from the 5.0 branch - as Epic worked hard on Large World Coordinates in the last months.

That is exceptionally good news.

I would have evaluated myself but I’m working on a fragile machine and not installing anything until my new one arrives. Thanks very much.

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I thought/read they “wanted to” use double, but then it didn’t materialized and I assumed rewriting the entire physics engine was too much work and/or would lead to performance losses.

So, is that really a thing now? Have you tested it, and does it work when using “physics” too in MP?

I would like to add a comment to this thread too. First I won’t be able to test until the end of this month. More importantly, I spoke with the modeler about this and he wasn’t quite as excited as I. It was his idea to rebase every 4K due to artifacts that would very quickly develop due to floating point errors. That was why we did it. It would follow that even with double floats, there will still be a, higher but still relatively low threshold for when rebasing is required just to keep things in sync. So perhaps my question should have asked “Is SetNewWorldOrigin still supported in the UE5 code?”. Of course I will find this out when I get a copy of the source.

If you can estimate at which point the same floating point issues with “float” happen with “double” I’d really like to know. I’m hoping it’s still good enough for “solar system scale”.

That’s similar to the scale we are dealing with, plus we use a faux “warp” speed that very quickly creates child component disconnections (appearances of “wandering” only of course). As mentioned, we had to set the origin at 4 kilometers to be safe. I created a CommonInterface that lets each class manually rebase bare FVectors and the SetNewWorldOrigin automatically rebases the transforms of everything else. Now I’m hoping that UE5 will support it as is regardless of whether it uses Doubles or FIntVectors.