What are the best practicies in implementing world origin shift in precision dependent game?

Hi there! I would like to understand how bug free is world origin shift. So if I WO shifts right in the moment when trace is calculated to determine hit or pawn/vechicle has high speed and collisions are calculated, can it cause unintended result, miss etc? Should I wait for “still” moments in the game to shift WO? If you know some pitfalls or alternatives to WO shift, please share, I want to make a solid foundation for an endless runner (without fake movement) and race shooters and be sure that WO shift couldn’t interfere with melee and bullet traces in open world.

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I’ve actually wondered this as well. Instead of world origin shift I’ve always made my own grid floor actors and loaded them in and kept the player at 0,0,0 world while updating the floor location. It’s an old school method of giving the illusion the player is moving relative to the ground in a top down perspective but comes with its own set of collision, overlap and trace issues

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