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Is there a way to zero world origin to a new location?

I am fairly certain its impossible, but just in case it is - is it possible to set world origin to a new location and have it reset the whole coordinate system to that new location as 0,0,0?

I am making an endless runner, and it would help with precision loss at great distances.

If I am thinking about it wrong, please let me know. Currently I just spawn actor tiles in front of the player based on a trigger volume, and destroy them in the same way.

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asked Dec 22 '14 at 04:40 AM in Using UE4

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mxnko
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2 answers: sort voted first

You have to add existing world origin to new location to zero it to a given coordinate. This effectively resets the world to new location - which is very useful for anyone writing large single player games or endless runners.

Zero world origin

or C++

 World->SetNewWorldOrigin(FIntVector(newO.X, newO.Y, newO.Z) + World->OriginLocation);
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answered May 24 '16 at 08:12 PM

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mxnko
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avatar image Jin_VE Apr 30 '17 at 12:19 AM

Truncate was what I was looking for. Upvoted.

avatar image MikeRPG Feb 02 '18 at 07:31 AM

mxnko thank you so much for your solution. I never ever would have thought of adding it. It makes no sense why just setting the origin to the actors location doesn't actually set it there.

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setworldorigin.png (17.6 kB)
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answered Dec 22 '14 at 04:45 AM

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PeterLNewton
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avatar image mxnko Dec 22 '14 at 04:48 AM

SilentX, I've tried it, but it does not shift the coordinate system. It simply anchors world origin to new location at x,y,z.

avatar image PeterLNewton Dec 23 '14 at 06:52 AM

I assumed it did that. I know this can be a problem for infinite runners or games that are large in general. KSP had a talk on it, so I'm familiar with the problem.

Unfortunately I don't have an immediate answer, sorry about that.

avatar image mxnko May 24 '16 at 08:10 PM

@PeterLNewton it appears you're right. But its not as straight forward as just calling that function. I'm posting answer with BP solution.

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