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What is the best way to scale everything down in the world together?

I'm trying to build a space scenario in MULTIPLAYER where the player should have atleast a 100km of flyable space, since the UE4 world is limited to 20KM without origin shifting (which is not available for multiplayer) I decided to scale down everything in the world and slow so that world looks bigger altogether.

I've scaled down player model's size and its walking speed by a factor of 1/10 so that the world now appears to be 200KM x 200KM.

This approach works but requires scaling down everything one by one and the Editor still behaves as it is full sized, like you have to move camera very close to see the small objects and viewport in blueprint editoe starts zoomed out as well

Do I need to scale down everything manually? or is there a general setting somewhere I missed that adjusts the units so 1uu becomes like 10mm instead of 1cm ?

Product Version: UE 4.8
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asked Jul 12 '15 at 12:17 PM in Using UE4

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Commander Shepard
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avatar image Bitwaker Oct 02 '18 at 05:50 AM

Did you find a solution?

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2 answers: sort voted first

While, I am only here because I am asking the same question, I do have a solution I'm currently using. I'm not sure if it's the right way to go about it but here it is:

I want to make the entire world a scalable object so I can scale it at runtime without scaling the player controller. VR gets weird when you try and scale the player controller.

So instead of placing all of the objects in in the scene directly, I put all my objects into a Blueprint actor class. I build the scene there, then place the actor in the world.

Voilà! A scalable world that I can work with at regular scale. Hopefully that helps! Keep in mind, this might not be the most efficient way to do this, though it's the only way I could find out.

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answered Oct 19 '16 at 05:00 AM

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Rlekey
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avatar image Commander Shepard Oct 22 '16 at 10:12 AM

no sir ! you and I are talking about different things now

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While, I am only here because I am asking the same question, I do have a solution I'm currently using. I'm not sure if it's the right way to go about it but here it is:

I want to make the entire world a scalable object so I can scale it at runtime without scaling the player controller. VR gets weird when you try and scale the player controller.

So instead of placing all of the objects in in the scene directly, I put all my objects into a Blueprint actor class. I build the scene there, then place the actor in the world.

Voilà! A scalable world that I can work with at regular scale. Hopefully that helps! Keep in mind, this might not be the most efficient way to do this, though it's the only way I could find out.

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answered Oct 19 '16 at 05:00 AM

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Rlekey
1 1

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