Particles.Position is relative to the game's origin (0,0,0) Particles.Position is relative to the Niagara system's origin in the game (unchanged) Particles.Position is relative to the Niagara system's origin in the game The main difference between UE4 and UE5 is how we store the position data of particles, that is, Particles.Position. This way, we can distinguish between other types of vectors, and positions that carry this additional data. In UE5, to save not just the position relative to the origin but also the information of which tile the system is in, we need a new data format. Now, for the information to be meaningful, additional data is required to locate the emitter relative to the tile it is in. Previously, Niagara positions were interchangeable with vectors, defined as the direction and distance away from the world origin. See the following diagram for a conceptual representation of what this might look like. When we conceive of a position in space, it has its own relative position within a tile unit, and also that tile's position in the world. Instead, there is a new way of storing position data in Niagara.Ī sufficiently large world will be divided into a grid of tiles. Because calculations need to be done efficiently, whether on the CPU or the GPU, there are limitations that prevent working in doubles. The Niagara implementation differs from the main engine's. In brief, the data type FVector is now double instead of float. To understand its implementation in the main engine, reference this Large World Coordinates page. Large World Coordinates are now implemented across Unreal Engine. How to Test Large World Coordinates in NiagaraĬhanging the Type of an Existing Vector InputĬonverting Between Vector and Position in a Node Graph How to Enable or Disable Large World Coordinates in Niagara
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