World Origin Shift is only partially implemented as of yet
The following video footage will quickly demonstrate an issue with the distance field, it is not affected by the WOS feature, and so it will result an offset in DF shadow and DFAO features.
In the second video, the camera smoothing is also bugged once you shift the world origin, and it is very annyoing.
Isn't World Origin Shift have been declared as a fully implemented feature? Probably not.
asked May 09 '17 at 12:17 PM in Bug Reports
Just wanted to update everyone that this is a known/tracked issue:
As a workaround:
"FPrimitiveSceneInfo::ApplyWorldOffset should call DistanceFieldSceneData.UpdatePrimitive(this); That will cause ProcessPrimitiveUpdate to be called again for that object, fetching the new offsetted proxy bounds and uploading them to the DistanceFieldSceneData (GPU representation of the scene).
answered Apr 20 '18 at 03:52 PM
Alex O ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here