Hello, so I have a question about world origin rebasing.
I have an actor that spawns with the character at some offset world coordinates every few seconds. This works fine until the world origin rebasing kicks in. Then those world coordinates are of course offset by the world origin.
Documentation states:
Each Actor has an ApplyWorldOffset function which can be overridden in the child classes to do additional things. In case you have created a new AActor derived class and store absolute position values in it, you have to override ApplyWorldOffset function to make it work correctly with world origin changes and shift your absolute values in it.
And I just cant understand how to access the function override for the ApplyWorldOffset for the Actor that uses world coords. It doesnt seem to exist in the actor blueprint function overrides.
Yeah thats what I’ve done in the end. Get the world origin location and offset the spawned actors by that. Only problem now is that it doesnt prevent floating point errors After about 40km from the original origin (im tracking distance traveled) the tiles spawn with gaps, then bigger gaps and then everything breaks.
Maybe its a problem with tick rate and the speed at which my character is traveling…
But yeah my problem seems to have been resolved, thank you