Animation jitter when far away from world origin
This can apparently be fixed by using world origin rebasing, too bad I can't use it because the game is supposed to be a multiplayer game.
The weapon is attached to the hand_r bone and hand_r bone is transformed so that the rotation matches view rotation (using set bone rotation in world space).
Distance from origin 3 km: https://youtu.be/6neMRwoHEng
Distance from origin 8 km: https://youtu.be/HCZKD-GCFSk
50 meters from origin: http://youtu.be/h5CHQgU2V5w
I can't have any precise animation driven aiming of weapons because of the floating point precision errors when you're far away from the origin. I wouldn't mind if this would happen with 3rd person anims only, but since it's a first person view the stuttering is very noticeable. The error is too great even at just 3 km away from the origin.
Are there any plans to fix/improve this, or am I doing something wrong? Should I try to fix world origin rebasing so that it works online too? I think all animations and rendering should happen relative to the current active camera, so that the camera location is the world origin for rendering and animation work.
asked Sep 18 '15 at 11:41 AM in Bug Reports
If I understand your question correctly, the following paragraphs answer your question *from the documentation located here: World Composition
World Origin Shifting
The World Composition editor supports shifting of the world origin by some arbitrary amount. Shifting the world origin results in adding an offset vector to all registered Actors in the world. 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. Rendering and physics primitives will be shifted in parallel to Actors in game thread.
Big Worlds and Multiplayer
Right now world origin shifting is not supported in the multiplayer games. Here are two solutions that can be imWoplemented for your specific needs:
However if you disable world origin shifting, you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.
answered Sep 22 '15 at 05:51 PM
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