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[UE4] Multiplayer World Origin Rebase Tool

Submitted by canread, , Thread ID: 204341

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canread
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23-04-2021, 12:06 AM
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[Image: 1-1920x1080-6ab39790844c5a946ea4e2901c3ca73c.png]

This project is focused on a grid tool that reposition the origin of the world individually for each player.

This grid generator is a algorithm that spawns several grids in the editor next to each other in the 3 vectors X, Y and Z. The grid size is equal to the maximum size of a landscape. The number of actors is temporarily stored in the grid generator variables and can be infinite.


It allows each player to have their own origin in the world and to share objects and their location on the server relatively.

It allows for giant worlds or space games.

Video demonstration: https://www.youtube.com/watch?v=V8ys099dOeE

Technical Details
Works on the dedicated server.
Works offline

-Instructions:
In the project settings, activate the option "Enable Multiplayer World Origin Rebasing"
Project Settings> Network


Put the actor: GridGenerator_BP in the world
Put the actor: GetWorldOrigin_BP in the world


In the editor select the actor GridGenerator_BP in the world click on the details tab and there will be buttons and parameters that can be controlled in the editor to generate the grids, increase the radius of the cube if it is an even value or a rectangle if it is an odd value or remove it.

The actor: GetWorldOrigin_BP uses a 3d widget to allow the user to view the origin of the world during the game.


Number of Blueprints: 20
Network Replicated: (Yes)
Supported Development Platforms: (ALL)


RE: [UE4] Multiplayer World Origin Rebase Tool

CodeCooker
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25-04-2021, 03:50 PM
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Can you describe what this does please? Been trying to work out what it actually does but I cant seem to get my head around it.
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