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What's the best option to handle world boundaries and LIV on infinite maps (no landscape)?

So I'm creating yet another infinite runner on mobile. The floor tiles are spawned during runtime. I had some problems with lightning which were corrected using Lightmass Importance Volume (LIV).

My concern

I don't want to make a gigantic LIV as it doesn't sound right. Even if I do, at some point, the character will eventually reach the limit and go outside of it. Same goes for the Skysphere, which is gigantic by default, but the character could eventually reach the limit.

Possible solutions

World Composition (Broken on Mobile)

I read a bit about World Composition which has a feature to enable World Origin Rebase after the camera is too far from the world origin. Sounds interesting but it would still require me to make LIV gigantic and I have no idea if, by doing so, would cause performance issues. Also, enabling World Composition causes the game to crash on mobile (both the Preview and on the actual device. Maybe I should file a bug?).

Treadmill?

One option I was thinking which sounds a bit crazy to me is to actually move the track instead of the character. So the character would always stay at 0,0,0 while the floor tiles move underneath the character (treadmill). Sounds like a nice way to solve the problem, but is it too crazy? I wonder if by doing this way I would eventually have problems with other things. Like, if my floor tile becomes too detailed, I wonder if moving it instead of the character would be a performance problem. Maybe have issues with the movement (basically, movement logic will have to be transferred to the tiles, like slowing down, speeding up, hitting something and losing speed: everything will happen to the tiles not the character).

So what are my options? What do you recommend?

I appreciate any thoughts or suggestions.

Product Version: UE 4.10
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asked Mar 08 '16 at 08:11 AM in Rendering

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quinx
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