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UGameplayStatics::GetWorldOriginLocation

function Engine Blueprint Since 4.5
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticBlueprintPure

Description

Returns the current world origin location as an integer vector in world space. Used when working with large open worlds that employ world origin shifting to keep floating-point coordinates near zero.

Caveats & Gotchas

  • Returns an FIntVector in centimeters like all UE coordinates, but the integer type loses sub-centimeter precision — suitable for origin queries but not for precise per-frame math.
  • When world origin shifting is not enabled (the default for most projects), this always returns (0,0,0); do not rely on it being non-zero unless you explicitly call SetWorldOriginLocation.
  • After an origin shift, previously stored FVector world positions are stale and must be rebased using RebaseLocalOriginOntoZero or RebaseZeroOriginOntoLocal.

Signature

static ENGINE_API FIntVector GetWorldOriginLocation(const UObject* WorldContextObject);

Parameters

Name Type Description Default
WorldContextObject const UObject* Any UObject within the world to provide world context.

Return Type

FIntVector

Example

Read current world origin C++
FIntVector Origin = UGameplayStatics::GetWorldOriginLocation(this);
UE_LOG(LogTemp, Log, TEXT("World origin: %s"), *Origin.ToString());

Version History

Introduced in: 4.5

Version Status Notes
5.6 stable

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