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Get the plugin working in UE 5.5 Preview. #1539

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Get the plugin working in UE 5.5 Preview. #1539

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@kring kring commented Nov 6, 2024

Depends on CesiumGS/cesium-native#977.

Right now, this most likely won't work in any other UE version. But it does work (at least on Windows) in the UE 5.5 Preview that is currently available from the Epic Launcher. It works in all versions now.

This is a bit dodgy, because our modified Abseil is now pretending to be
the real deal. But I haven't worked out how to fix that without
introducing linker errors yet.
Because GitHub [rolled out / is rolling out] an update to the macos-14
image that removes 14.3.1.

I have to admit I'm a little fuzzy on the implications of switching to
15.4 with regard to OS support and the changes of successful linking with binaries
produced by older versions.
@kring kring marked this pull request as ready for review November 12, 2024 04:09
Because it doesn't seem to be picked up from the original spot anymore
in UE 5.5.
It seems to have changed from `~/.config/Unreal\
Engine/UnrealBuildTool/BuildConfiguration.xml` to `~/Documents/Unreal\
Engine/UnrealBuildTool/BuildConfiguration.xml`, even though this isn't
mentioned in the release notes. I had to step through UnrealBuildTool in
the debugger on a Mac to determine this.
@kring kring added this to the December 2024 Release milestone Nov 14, 2024
In UE 5.5, `GetCameras` does not find any cameras when running the tests
headless. As a result, we were never calling `updateView`, and so the
height samples never completed.
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kring commented Nov 15, 2024

I fixed the UE 5.5 test failure. The problem was that, when running the tests headless on CI, the Cesium3DTileset::GetCameras was not finding any cameras. And as a result, we were never calling Tileset::updateView. That meant that sampleHeightMostDetailed requests never completed, and eventually the tests would time out. In previous versions of UE, there was a camera of some sort available, even when headless.

I fixed this by calling updateView even if there are no cameras. Tileset tolerates this well enough. I'm a little worried this could impact tile selection, though, leading to some kind of artifact in the Editor. For example, when the Editor loses focus or is minimized, and so none of the Editor viewports are valid, what happens to existing tiles? Well, I tried it, and couldn't see any problems. I'm mentioning it just in case whoever reviews this PR wants to try some additional tests in this areas.

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