World Origin Rebasing does not work more than once

I’m working on a game which requires world origin rebasing, but I’ve noticed that this doesn’t work more than once.

When the game first starts up, the world origin is automatically set to the location of the player, this works fine but when the player goes too far and the world origin needs to move to the player’s new location it doesn’t work.

You can see that the world origin has changed, some things flash and move around, but the game still crashes when the player gets too far from the first location.

Is this a bug or am I doing something wrong?

Thanks

I think this is a bug in Blueprint, but I haven’t tried it in C++ so I don’t know.

Hi Dogsofknowledge,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps are you taking before this error occurs?
  • Does the full editor crash or does the game crash but the editor remains open?
  • If the editor remains open, can you show me what the specific error message in your message log states along with the output log around the time of the crash? If the editor crashes, can you post your crash logs (\Unreal Projects\PROJECTNAME\saved\logs) and callstack here?

Thanks for your reply!

Yes, it happens with several of my projects.

The only step I am taking is trying to change the world origin. It always works, but seemingly just one time.

Just the game crashes, the editor stays open.

The message log doesn’t show anything most of the time, but sometimes there is a “failed to get player pawn” error.

My output log: http://pastebin.com/w6SN8uTD

Do you have a sample project this is occurring for you in? I’ll be happy to take a look and see what may be going on. I’ve attempted to reproduce this on my end but thus far have been unsuccessful. Alternatively, do you have any specific repro steps that I can take to recreate this on my end?

Not right now, sorry. Basically what I have are two pawns, hundreds of kilometers away from each other, which need to be able to go back and forth across the world. I made a blueprint script which sets the world origin to the transform of whatever pawn is possessed when the game begins, but this is what only works once. After the world origin is set the first time, it doesn’t work when I is pressed.

I attempted this on my end, however the world origin seems to be updating as I would expect. I made a slight modification to the script you provided, try this and see if it does what you are expecting:

Okay, I tried using that script but the game just crashed and gave me this error: http://i.imgur.com/zSlZaZL.png

Increase the delay between when the possession occurs and when you set the world origin. Do you see a difference? It looks like it is registering a null value for the player pawn, which means it is most likely trying to move the origin without actually having where that origin is supposed to go available.

I tried with 1, 5, 10, and 50 seconds, but no change. It works perfectly when I move the first pawn close to the world origin, but I’m trying to get the first pawn to start hundreds of kilometers away from it so that doesn’t help. Also, when I switch pawns the world origin still doesn’t change.

Can you send me a sample project or link me a copy of the project in question? Unfortunately as of yet I have not been able to reproduce this on my end. Alternatively, do you have specific steps I can take to reproduce this on my end?

Ok, in a few days I can send you the project. I’m not on my PC right now so it’ll have to wait.

Hi Dogsofknowledge,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

Sorry for not writing back, I didn’t remember until now about sending the project. I found my own fix though, thanks for your help!

Hi there could you post your fix with your BP setup as I would like to try it with my project and see if it works.

any solution?