Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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?).


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
more ▼

asked Mar 08 '16 at 08:11 AM in Rendering

avatar image

108 4 8 14

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question