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..
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.
answered Jul 23 '14 at 07:24 PM
TJ V ♦♦ STAFF
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.
answered Jul 25 '14 at 02:06 AM
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