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World rebasing and origin re-shifting with 1 level?

I have a huge landscape set up and instead of dying from the killZ when I get outside the bounds, I would like the origin and map to re-shift the origin to my location, but my question is- Is this feature only available by slicing up my map into chunks and then positioning them properly? Or can it work with just 1 big map? I dont see why it cant just move my 1 big map around me instead of having to painfully split it up, I read the documentation about world composition but I'm still confused..

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asked Jul 23 '14 at 01:19 PM in Using UE4

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2 answers: sort voted first

Hi CyberDev,

You are wanting to shift the entire map to be under the player when he reaches the level bounds? Like a restart or penalty for crossing the world bounds?

If I am understanding you correctly, a simpler approach would be to just move the player back to the origin (or anywhere else you wanted them). One reason is, Landscapes can't be manipulated or moved during runtime. And another is, moving all of the contents of a level could be very problematic, especially if some of them are blueprint dependent.

If you have any other questions about this, please feel free to ask.

Thanks, TJ

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answered Jul 23 '14 at 07:24 PM

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avatar image CyberDev Jul 24 '14 at 02:02 AM

Thanks for the answer but I didn't mean penalty or moving the character, I mean the origin moving to another part of my map, for example when I go too far away from the origin, far enough for physics to become problematic with precision, the origin will automatically shift to my new position so I can continue, the map doesnt move, I dont move, only the origin does. I'm not sure if this is possible with the new world composition feature for big worlds, but I really would like to not have to split up my map and have the origin shift on my one big landscape, This is the method some single player games use to have infinite space, Is this how world rebasing works for world composition in 4.3? Can it not work for just 1 big map instead of having to slice it up into multiple levels?

avatar image TJ V ♦♦ STAFF Jul 24 '14 at 02:17 PM

I'm sorry that I misunderstood your question. Yes, there isn't much documentation at the moment on Origin Shifting besides that doc. I will contact our World Composition dev team to see if I can gather some more resources on the subject.

avatar image CyberDev Jul 26 '14 at 03:12 AM

Thanks very much I look forward to it!

avatar image straypet Jul 02 '15 at 04:43 PM

Any news on this? ;)

avatar image TJ V ♦♦ STAFF Jul 15 '15 at 05:48 PM

Hi devnull,

Nothing official has been created yet. This is still something on our wishlist but it's been put the back burner for the time being.

However, since this report was created the devs have exposed two functions to blueprints that you can use to control world origin rebasing.

  • GetWorldOriginLocation

  • SetWorldOriginLocation

Also Level Blueprints can listen to an event OnWorldOriginLocationChanged which fires right after the origin is changed.

Origin rebasing can be used on any map and it does not require world composition or splitting your map to sub-levels.

I hope that little bit of info will help.



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World origin shifting does not depend on a map. You can use it everywhere. There is a console command "SetWorldOrigin" which will move world origin to your player current position.

In the code you can look at UWorld::EvaluateWorldOriginLocation, to see how you can implement your own strategy for origin rebasing.


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answered Jul 25 '14 at 02:06 AM

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avatar image ajbombadill May 19 '17 at 09:36 PM

Any updates From the Dev's on this, as true origin rebasing still does not seem to be possible. I am looking for a BP driven solution as I am still a novice with C++ programming.

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