This video shows the issue I am currently facing with world origin shifting using Unreal engine 5.3.2 and World Partition.
At the start of the video, player character is around 8000 km from world origin (which is set at 0,0,0 by default). You can also see some artifacts in water and shadows are not present.
Then I show all the options related to world partition in world settings menu, and there is nothing related to world shifting. The "origin" parameter is not related to world origin, it is instead related to the point of origin of the grid system of world partition. Grid system is normally used to load/unload objects if they are too far from camera.
Anyway, after that, I show the basic blueprint to change world origin and to show world origin on screen when certain keys are pressed.
So you can see, when I shift the world origin, the object in front of me for example just disapper. Instead, the objects appearing from nowhere are those that are normally close to the 0,0,0 world origin.
Little update:
If i click on the cube in front of the player and I disabled one option called "is spatially loaded", the object doesn't disapper. Just to give yuu some context, World partition load and unload objects if they are inside the grid which is projected from the camera. If "is spatially loaded" is checked, objects get loaded and unloaded using WP. If the option is disabled, objects are no more affected by the grids of WP, so they are always loaded. The things is, I would really need objects to work with world partition (it's one of the reasons I switched from UE 4.27 to 5.3.2), otherwise with thousand of items, it can become a real mess...