[World Composition] World Origin Bug?

Hello,

I am using UE 4.6 and I have encountered an issue in world composition to do with the world origin.

I have a level which I want to place with its top left corner at the center of the world but something isn’t quite right with it.

I have attached two screenshots of what I mean with that.

and the second picture show the level location in the editor (offset by 12600 on X Y axis)

I believe this is a bug of some sort, the world composition tells me that the level is at 0,0 but the world origin is offset.
I also tried resetting the world origin to zero and i tried setting the world origin to the selected level (in the world composition tool).
Further if I try shift levels around (I have multiple levels in the world composition) then they all seem to align along the grid that would be centered around the world origin but then everything is shifted by 12600.

my landscapes are 100800 x 100800 in size and made up of 8x8 components . 100800 divided by 8 is 12600, so it seems a bit of a coincidence that the level alignment is somehow shifted by 12600 as well.

Any help or confirmation on this would be greatly appreciated!!

Chrys

Hi,

World composition shows the offset of the sub-level and it does not depend on actors positions in the world. Sub-level offset gets added to all actors in the sub-level when you load them. So in you case nothing will be added to landscape actor position when it’s loaded. You can shift level tile to a new position in world composition so it will have some offset. Also sub-levels with landscape actors in it has special rules for snapping, when you shift sub-level tile it will snap position to landscape component size (12600 in your case).

Thanks for the explanation but i still have some questions in that regard that isn’t quite clear to me from what you wrote.

as you can see on the first screenshot, there is the world origin (0,0,0) but the sub-level tile tells me it is at 0,0 in the world even though it clearly is not at the world origin. Why is that ? That is very confusing.

then on the second screenshot the same tile that is supposedly at 0,0 in the real world is actually at (12600, -12600).

again this makes sense because according to the visual of the first screenshot the tile is effectivly in that position, this looks like a bug to me.

Agree, it’s confusing. When you create a new sub-level, it’s empty, so it will be at world origin. When you start adding actors to it “Level bounds” will expand to enclose all sub-level actors. Min corner of sub-level bounding box will act as a position of your sub-level. But “Position” in sub-level tooltip will always say (0,0), because it will change only when you manually move sub-level tile to a new position in the world. So in this case it will show you offset you have added to it.

“Position” probably is not the best word to describe this. Will “Offset” be less confusing?

If I move the sub level to the world origin in the world composition, it changes the “position” and displays (-12600, 12600)

I think there needs to be an option in the world composition that allows for resetting the offset either to a specific sub-level min corner or to its center (in my case min corner is preferred but I guess for others the center would be preferable depending on how the layout their world)

You can move all actors in your level, such that min corner of level bounds will be at (0,0) position, in this case tile ‘Position’ will match offset from the world origin.

there is only a landscape in the level which i didnt move except with the world composition.