Is World Origin Rebasing working?
Hi, I am using World Composition and enabled World Origin Rebasing in World Settings. My world is close to 64kmx64km with 16 tiles. Since I enabled origin rebasing, the engine goes with tons of logs like the following:
And this is taking an enormous amount of time, I didn't even let it finish, it was still not complete after several minutes. I do not have lots of actors into the world, it is mostly empty. Is this a bug? I am using 4.18.2.
Update: I looked at the code and rebasing is occuring on UWorld::Tick() upon the following condition:
Problem is that RequestedOriginLocation is constantly changing, so it never ends...
Looking further into it, here is what is happening: UWorld::Tick() is calling UpdateStreamingState() itself calling EvaluateWorldOriginLocation(ViewLocation), this leading to calling RequestNewWorldOrigin() with a new value, hence the constant recalculation of world origin. ViewLocation is not changing value though, so this is the following code into UWorldComposition::EvaluateWorldOriginLocation which is causing the constant rebasing:
asked Dec 15 '17 at 07:33 AM in Using UE4
Could you check what is value of RebaseOriginDistance ? By default it should be set to (HALF_WORLD_MAX1*0.5f). But it also could be overridden in project config files. Check that your project ini sets it to sensible value if you override it. This is distance threshold from camera to world origin.
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