- Deprecated
IonAssetEndpointUrl
onCesium3DTileset
andCesiumIonRasterOverlay
. Use the newCesiumIonServer
property instead.
- Added support for multiple Cesium ion servers by creating
CesiumIonServer
data assets.
In addition to the above, this release updates cesium-native from v0.30.0 to v0.31.0. See the changelog for a complete list of changes in cesium-native.
- Added support for styling with property textures in
EXT_structural_metadata
. - Significantly improved tile download performance by adding
HttpThreadActiveFrameTimeInSeconds=0.001
toEngine.ini
. This results in a major performance improvement for all tilesets, particularly Google Photorealistic 3D Tiles. - Added
HttpMaxConnectionsPerServer=40
toEngine.ini
. By default, only 16 connections are allowed, which limits the performance when downloading tiles.
- Fixed a bug in the "Select New Token" dialog that caused an error when trying to create a new token without being connected.
- Fixed a bug where an
EditConditio
n was not parsed correctly and caused Output Log window errors. - Removed query parameters from filepaths if present, as they are no longer ignored by Unreal. This fixes a bug where the URL would not load correctly in some cases.
- Fixed a Tile Excluder bug that computed incorrect tile bounds, making tiles invisible when moving the tileset in the sample scene.
- Fixed a bug where viewports could appear wider than configured in the Dynamic Pawn's Camera Field of View. Noticed in Unreal Engine v5.3 when in Play-In-Editor mode, or a packaged game. In extreme cases, tiles would be missing near the edges of the view.
In addition to the above, this release updates cesium-native from v0.29.0 to v0.30.0. See the changelog for a complete list of changes in cesium-native.
This release no longer supports Unreal Engine v5.0. Unreal Engine v5.1, v5.2, or v5.3 is required.
- Removed
FCesiumIntegerColor
,FCesiumFloatColor
,UCesiumFeatureTexturePropertyBlueprintLibrary::GetIntegerColorFromTextureCoordinates
andUCesiumFeatureTexturePropertyBlueprintLibrary::GetFloatColorFromTextureCoordinates
. Check out the upgrade guide for how retrieve metadata from property textures with the new API. - Renamed
GetTextureCoordinateIndex
toGetUnrealUVChannel
in bothUCesiumFeatureIdTextureBlueprintLibrary
andUCesiumPropertyTexturePropertyBlueprintLibrary
. Contrary to what the documentation claimed, this function retrieved the index of the texture coordinate set in the Unreal static mesh, which is not necessarily equal to the texture coordinate set index in the glTF primitive. For the latter value, useGetGltfTextureCoordinateSetIndex
instead. - Removed the old "exclusion zones" feature, which has been deprecated since v1.11.0. Use
CesiumCartographicPolygon
orCesiumTileExcluder
instead.
- Added new functions to
UCesiumPropertyTexturePropertyBlueprintLibrary
to retrieve detailed property information and get the values of the property as a certain type. Check out the upgrade guide for how retrieve metadata from property textures with the new API. - Added
UCesiumMetadataPickingBlueprintLibrary::FindUVFromHit
, which computes the UV coordinates from a line trace hit without requiring "Support UV Hit Info" to be enabled. This can used to retrieve more accurate feature IDs or metadata values by sampling at an intermediary point on the face. - Added
GetPropertyTableValuesFromHit
andGetPropertyTextureValuesFromHit
toUCesiumMetadataPickingBlueprintLibrary
to retrieve the respective metadata from a line trace hit. For both functions, the target to sample is specified by index. - Added
UCesiumFeatureIdSetBlueprintLibrary::GetFeatureIDFromHit
to retrieve the feature ID from a line trace hit on a primitive containing the feature ID set. This returns more accurate values for feature ID textures thanGetFeatureIDForVertex
. - Added
UCesiumPrimitiveFeaturesBlueprintLibrary::GetFeatureIDFromHit
to retrieve the feature ID from a line trace hit on a primitive, where the desired feature ID set is specified by index. For feature ID textures, this returns more accurate values thanGetFeatureIDFromFace
. - Added
UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV
, which samples a feature ID texture withFVector2D
UV coordinates. - Added
GetGltfTextureCoordinateSetIndex
toUCesiumFeatureIdTextureBlueprintLibrary
andUCesiumPropertyTexturePropertyBlueprintLibrary
to avoid ambiguity withGetUnrealUVChannel
. - Added
UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings
to convert a map ofFCesiumMetadataValues
to their string representations. - Added support for
file:///
URLs across all platforms and Unreal Engine versions. - Added "Create Sub Level Here" button on
CesiumGeoreference
. - Added "Please Georeference Origin Here" button to
CesiumSubLevelComponent
. - Added "Google Photorealistic 3D Tiles" to the Quick Add panel.
- Fixed a bug that could cause tiles in a
Cesium3DTileset
to have an incorrect transformation. - Fixed a crash that occurred when a
LevelSequenceActor
in the level did not have aLevelSequencePlayer
assigned. - Fixed a bug that would spam Georeference-related messages to the log when editing a globe anchor component that is not embedded in a world. For example, when editing a Blueprint asset with a globe anchor.
- Fixed several problems that could cause tilesets in sub-levels to be misaligned with the rest of the globe.
UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForTextureCoordinates
has been deprecated. UseUCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV
instead.UCesiumPropertyTexturePropertyBlueprintLibrary::GetSwizzle
andUCesiumPropertyTexturePropertyBlueprintLibrary::GetComponentCount
have been deprecated, since they are no longer necessary to handle property texture property values in the plugin. UseUCesiumPropertyTexturePropertyBlueprintLibrary::GetChannels
instead.UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFace
has been deprecated. UseUCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit
instead.UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFaceAsStrings
has been deprecated. UseUCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings
to convert the output ofUCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit
instead.UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeatureAsStrings
has been deprecated. UseUCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings
to convert the output ofUCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeature
instead.
In addition to the above, this release updates cesium-native from v0.28.1 to v0.29.0. See the changelog for a complete list of changes in cesium-native.
This is the last release of Cesium for Unreal that will support Unreal Engine v5.0. Future versions will require Unreal Engine v5.1+.
- Added "Google Photorealistic 3D Tiles" to the Quick Add panel.
- Feature IDs and metadata are now parsed through the
EXT_mesh_features
andEXT_structural_metadata
extensions respectively. Models withEXT_feature_metadata
will still be parsed, but their metadata will no longer be accessible. See the upgrade guide for the full changelog and for tips on upgrading to the new API. - Removed
CesiumMetadataFeatureTable
,UCesiumMetadataFeatureTableBlueprintLibrary
,UCesiumMetadataPrimitiveBlueprintLibrary::GetFeatureTables
, andUCesiumMetadataUtilityBlueprintLibrary::GetFeatureIDForFace
. These have been deprecated since Unreal Engine 4.26. - The old sub-level system, based on Unreal's old (and now deprecated) World Composition system, has been removed. Instead, create Level Instance Actors and attach the "Cesium Sub Level Component" to them to achieve similar functionality. Old levels will automatically be converted to the new system when they are loaded in the Editor.
CesiumSunSky
now uses a defaultTransmittanceMinLightElevationAngle
value on itsSkyAtmosphere
component of 90.0 degrees instead of -90.0 degrees. This will generally improve lighting when far from the CesiumGeoreference origin, but it is a breaking change because it may change the lighting conditions in existing levels, particularly at sunrise and sunset.- The
Mobility
property onACesium3DTileset
is now obsolete. Instead, use the normal mechanism of setting the root component's mobility. - Removed many methods from the C++ interface of
ACesiumGeoreference
andUCesiumGlobeAnchorComponent
that usedglm
vector types. Use the versions that work with Unreal types instead. - The
ComputeEastSouthUpToUnreal
function onACesiumGeoreference
has been renamed toComputeEastSouthUpToUnrealTransformation
and now returns a matrix that includes the translation component of the transformation. Previously it only included the rotation component. - Numerous properties on
CesiumGlobeAnchorComponent
must now be accessed with get/set functions from C++, instead of direct field access. - Renamed the following on
CesiumGlobeAnchorComponent
:GetECEF
renamed toGetEarthCenteredEarthFixedPosition
MoveToECEF
renamed toMoveToEarthCenteredEarthFixedPosition
- Deprecated the
InvalidateResolvedGeoreference
function onCesiumGlobeAnchorComponent
. - The
SubLevelCamera
property onCesiumGeoreference
has been deprecated, and the georeference no longer automatically handles sub-level transitions. Instead, you must add aCesiumOriginShiftComponent
to theActor
to trigger sub-level loading. When loading old levels that contain sub-levels, the plugin will automatically attempt to add this component. - Removed the old
FloatingPawn
that has been deprecated since v1.3.0. - Deprecated the flight functionality in
GlobeAwareDefaultPawn
. This functionality is now found inCesiumFlyToComponent
and can be used with any Pawn or Actor. Existing Blueprints should continue to work, but C++ code will likely require changes. - Renamed the various Curve assets used with flights to have more descriptive names and moved them to the
Curves/FlyTo
folder. Redirectors should upgrade references to the old names.Curve_AltitudeProfile_Float
was renamed toCurve_CesiumFlyToDefaultHeightPercentage_Float
Curve_MaxAltitude_Float
was renamed toCurve_CesiumFlyToDefaultMaximumHeightByDistance_Float
Curve_Progress_Float
was renamed toCurve_CesiumFlyToDefaultProgress_Float
- The "Place Georeference Origin Here" action on CesiumGeoreference is now undoable.
- Cesium Actors now have the "Is Spatially Loaded" flag disabled by default. When using World Partition, this is essential for some, such as
CesiumGeoreference
. - The
CesiumCameraManager
instance to use with aCesium3DTileset
can now be specified with a property on the tileset. In addition to offering more flexibility, this avoids the work of finding the camera manager in the level every frame. - Cesium Actors created with the Quick Add or Cesium ion panels are now created inside the active sub-level, if there is one.
- Cesium objects in sub-levels can now explicitly reference
ACesiumGeoreference
,ACesiumCreditSystem
, andACesiumCameraManager
instances in the Persistent Level. - Added support for excluding Cesium Tiles from a tileset using the new
CesiumTileExcluder
actor component. This component can be used to implement custom logic for determining whether a tile should be excluded, either in C++ or Blueprints. ACesiumGeoreference
can now act as a parent Actor. By adjusting the georeference's transformation, the entire globe can be located, rotated, and scaled within the Unreal Engine world.- Added
AtmosphereHeight
,AerialPerspectiveViewDistanceScale
,RayleighExponentialDistribution
, andMieExponentialDistribution
properties toACesiumSunSky
. These have the same function as the properties of the same name on Unreal's built-in SkyAtmosphere component, except that they automatically respond to the scale of the globe. - Added
UCesiumWgs84Ellipsoid
Blueprint function library class. - Longitude / Latitude / Height properties on CesiumGeoreference and CesiumGlobeAnchorComponent are now settable using degrees-minutes-seconds in addition to decimal degrees.
- Added the ability to interactively set the orientation of a
CesiumGlobeAnchorComponent
relative to an East-South-Up coordinate system. - Added
ComputeEastSouthUpAtEarthCenteredEarthFixedPositionToUnrealTransformation
function toCesiumGeoreference
. - Added
CesiumOriginShiftComponent
. In addition to triggering transitions between sub-levels, this component optionally allows the Unreal world origin to be shifted as the Actor to which it is attached moves. The shifting may be done by either changing theCesiumGeoreference
origin or by setting Unreal'sOriginLocation
property. - Sub-level transitions can now be triggered manually from Blueprints using functions on the
CesiumSubLevelSwitcherComponent
attached to theCesiumGeoreference
. Be sure to disable anyCesiumOriginShiftComponent
instances in your level if you want manual control of sub-level switching. - Added
CesiumFlyToComponent
to allow animated flights of any Actor or Pawn. - Globe aware objects now find their associated CesiumGeoreference by using
ACesiumGeoreference::GetDefaultDefaultGeoreferenceForActor
, which checks first for an attachment parent that is a CesiumGeoreference. This way aCesium3DTileset
or similar object will by associated with the CesiumGeoreference it is nested inside by default. - The Quick Add panel now creates Actors nested inside a
CesiumGeoreference
. - The
ResolvedGeoreference
is now shown in the Editor Details UI for georeferenced objects, next to theGeoreference
property.
- Fixed a bug in
ACesiumSunSky
that could cause an error when it was created inside a sub-level. ACesiumGeoreference
,ACesiumCameraManager
, andACesiumCreditSystem
are now created in the Persistent Level, even if the object that triggered their automatic creation (such asACesium3DTileset
) exists in a sub-level. It is very rarely useful to have instances of these objects within a sub-level.- An instance of
ACesiumCreditSystem
in a sub-level will no longer cause overlapping and broken-looking credits. However, we still recommend deleting credit system instances from sub-levels. ACesiumCartographicPolygon
now operates on the parts of the tileset that are shown in the Editor viewport, even if it is used with a Cesium3DTileset with a non-identity transformation.- Fixed bug where older scenes that used Cesium UI created actors could have their
RF_Public
flag set. This could cause problems when converting an existing level to World Partition, or perhaps cause other subtle issues that we haven't realized yet.
In addition to the above, this release updates cesium-native from v0.27.3 to v0.28.1. See the changelog for a complete list of changes in cesium-native.
This is the last release of Cesium for Unreal that will support Unreal Engine v5.0. Future versions will require Unreal Engine v5.1+.
- Fixed a bug that could crash the editor when selecting an individual tile in the viewport, then moving the camera to look at something else.
In addition to the above, this release updates cesium-native from v0.27.2 to v0.27.3. See the changelog for a complete list of changes in cesium-native.
- Added support for Unreal Engine 5.3. There is current a known issue with
Cesium3DTileset
textures on iOS, so we recommend that you continue to use Unreal Engine 5.2 for the time being if you are deploying to iOS.
In addition to the above, this release updates cesium-native from v0.27.1 to v0.27.2. See the changelog for a complete list of changes in cesium-native.
This release fixes an important bug by updating cesium-native from v0.27.0 to v0.27.1. See the changelog for a complete list of changes in cesium-native.
This release updates cesium-native from v0.26.0 to v0.27.0. See the changelog for a complete list of changes in cesium-native.
- Fixed a bug introduced in v1.28.0 that prevented point clouds from rendering with attenuation.
- Fixed a bug where Google Photorealistic 3D Tiles would sometimes not render in Movie Render Queue.
- Fixed a bug that caused
UnrealLightmass
to crash when attempting to build lighting containing static meshes created by aCesium3DTileset
.
In addition to the above, this release updates cesium-native from v0.25.1 to v0.26.0. See the changelog for a complete list of changes in cesium-native.
- Removed the
GetGeoreferencedToEllipsoidCenteredTransform
andGetEllipsoidCenteredToGeoreferencedTransform
methods fromGeoTransforms
. Because these were transformations between two right-handed coordinate systems, they are not of much use with Unreal's left-handed coordinate system. - Deprecated the
FlyToGranularityDegrees
property forAGlobeAwareDefaultPawn
. Flight interpolation is now computed per-frame, so this property is no longer needed. Any code that refers toFlyToGranularityDegrees
should be removed or changed toFlyToGranularityDegrees_DEPRECATED
to still compile.
- Added the ability to set the CesiumGeoreference
Scale
via Blueprints. - Added
ACesiumCameraManager::RemoveCamera
. It is available via both Blueprints and C++. This complements the existingACesiumCameraManager::AddCamera
.
- Added a workaround for an apparent bug in Unreal Engine 5.1 that prevented collisions from working with Cesium3DTilesets.
- Fixed a bug that could cause the
AGlobeAwareDefaultPawn
/DynamicPawn
to suddenly move to a very high height for one render frame just as it arrives at its destination during a flight.
In addition to the above, this release updates cesium-native from v0.25.0 to v0.25.1. See the changelog for a complete list of changes in cesium-native.
- Fixed a shader compilation error introduced in v1.27.0 that prevented projects from opening in Unreal Engine 5.1 and 5.2.
- Fixed a debug assertion
!IsGarbageCollecting()
that could occur withinACesiumCreditSystem
when flying to different sublevels.
- Added support for Unreal Engine 5.2.
- Added support for running Cesium for Unreal in the Unreal Editor in Linux under UE 5.2. Previous versions supported Linux only as a packaging target.
- Added point cloud shading options to
Cesium3DTileset
, which allow point cloud tilesets to be rendered with attenuation based on geometric error. ACesium3DTileset
now emits a warning if the "Enable World Bounds Checks" option is enabled. That option can make the camera fly toward the origin unexpectedly.- Added new settings to the Cesium section of the Project Settings, allowing users to control how many requests to handle before pruning and also how many elements to keep in the cache after pruning.
- Fixed a bug introduced in v1.26.0 that caused an error when attempting to save a sub-level containing Cesium objects.
- Removed degenerate triangles from the collision mesh created for 3D Tiles. This will avoid warnings and runtime pauses with some tilesets.
- Fixed a bug in
CesiumGlTFFunction
that caused the glTF and 3D Tiles "Ambient Occlusion" value to be 0.0 (instead of the expected 1.0) when the model does not specify an explicit occlusion texture. This could cause some extremely dark shadows. - Fixed a bug that could cause a crash when using Cesium Actors with World Partitioning.
In addition to the above, this release updates cesium-native from v0.24.0 to v0.25.0. See the changelog for a complete list of changes in cesium-native.
- Added a
Scale
property toCesiumGeoreference
. This allows the entire globe to be scaled up or down within the Unreal world. - Tileset and raster overlay credits are now shown in Editor viewports.
- Fixed a bug in
ACesiumCartographicPolygon
where the standard base classBeginPlay
implementation was not called.
- Fixed warnings about
bUseChaos
andbCompilePhysX
being obsolete.
Starting with this release, Cesium for Unreal requires Unreal Engine v5.0 or later.
- On-screen credits now only show on the screen, and not in the Data Attribution panel. Additionally, the Data Attribution panel no longer appears if there are no credits to display in it.
In addition to the above, this release updates cesium-native from v0.23.0 to v0.24.0. See the changelog for a complete list of changes in cesium-native.
This will be the last release that supports Unreal Engine v4.27. Future versions will require Unreal Engine v5.0+.
- The
FlyToAltitudeProfileCurve
,FlyToProgressCurve
,FlyToMaximumAltitudeCurve
,FlyToDuration
, andFlyToGranularityDegrees
properties ofGlobeAwareDefaultPawn
/DynamicPawn
may now be read and written from Blueprints. - Added an option on
Cesium3DTileset
to ignore theKHR_materials_unlit
extension entirely and use normal lighting and shadows. - Added
CreateNavCollision
property toCesium3DTileset
. When enabled,CreateNavCollision
is called on the static meshes created for tiles.
- Fixed unexpected reflection on tilesets with
KHR_materials_unlit
extension when the sun is close to the horizon.
In addition to the above, this release updates cesium-native from v0.22.0 to v0.23.0. See the changelog for a complete list of changes in cesium-native.
- Added support for rendering 3D Tiles point clouds (
pnts
).
- Fixed bug that caused a crash when changing the project default token with tilesets active in the level.
- Vertex buffers created for 3D Tiles are now set to use full-precision UV coordinates, avoiding problems in particular with feature IDs.
- Added some missing headers, to avoid compiler errors in non-unity builds.
In addition to the above, this release updates cesium-native from v0.21.3 to v0.22.1. See the changelog for a complete list of changes in cesium-native.
- Added support for the
KHR_materials_unlit
glTF extension. This is rendered in Unreal Engine by disabling shadows and making all normals point up (along the ellipsoid surface normal).
- Fixed a bug that caused raster overlays and other material features to not work for materials created or saved in Unreal Engine 5.1.
In addition to the above, this release updates cesium-native from v0.21.2 to v0.21.3. See the changelog for a complete list of changes in cesium-native.
- Fixed a bug where Cesium for Unreal depended on a number of Unreal modules privately, but then used them from public headers. These are now declared as public dependencies. This could lead to compile errors in previous versions when attempting to include Cesium for Unreal headers from outside the project without also explicitly declaring
UMG
and other modules as dependencies. - Fixed a bug that caused newly-created sub-levels to have their longitude and latitude parameters flipped relative to the current location of the
CesiumGeoreference
.
- Added the ability to specify the endpoint URL of the Cesium ion API on a
CesiumIonRasterOverlay
.
- Fixed a bug that could cause crashes, including on startup, on non-Windows platforms.
- Fixed a bug that could cause the plugin to fail to load on Android systems in UE 5.1.
In addition to the above, this release updates cesium-native from v0.21.1 to v0.21.2. See the changelog for a complete list of changes in cesium-native.
- This is the last release that will support Unreal Engine v4.26. Starting in the next release, in January 2023, UE 4.26 will no longer be supported. You may continue to use old versions of Cesium for Unreal in UE 4.26, but we recommend upgrading your UE version as soon as possible in order to continue receiving the latest updates.
- Added support for Unreal Engine v5.1.
- Fixed a bug that caused Cesium3DTilesets to fail to disconnect from CesiumGeoreference notifications. It could cause problems when changing to a different georeference instance.
In addition to the above, this release updates cesium-native from v0.21.0 to v0.21.1. See the changelog for a complete list of changes in cesium-native.
- Removed some poorly named and unreliable functions on the
CesiumGeoreference
:ComputeEastNorthUp
,TransformRotatorEastNorthUpToUnreal
, andTransformRotatorUnrealToEastNorthUp
. These functions have been replaced with reliable "EastSouthUp" counterparts.
- Added asynchronous texture creation where supported by the graphics API. This offloads a frequent render thread bottleneck to background loading threads.
- Improved synchronous texture creation by eliminating a main-thread memcpy, for cases where asynchronous texture creation is not supported.
- Added throttling of the main-thread part of loading for glTFs.
- Added throttling for tile cache unloads on the main thread.
- Added a prototype developer feature enabling Unreal Insights tracing into Cesium Native. This helps us investigate end-to-end performance in a deeper and more precise manner.
- Significantly reduced frame-rate dips during asynchronous tile loading by eliminating thread pool monopolization by Cesium tasks.
- Improved the tile destruction sequence by allowing it to defer being destroyed to future frames if it is waiting on asynchronous work to finish. Previously we would essentially block the main thread waiting for tiles to become ready for destruction.
In addition to the above, this release updates cesium-native from v0.20.0 to v0.21.0. See the changelog for a complete list of changes in cesium-native.
- Improved the dithered transition between levels-of-detail, making it faster and eliminating depth fighting.
- Added an option to
Cesium3DTileset
to change the tileset's mobility, rather than always using Static mobility. This allows users to make a tileset movable at runtime, if needed. ACesiumCreditSystem
now has a Blueprint-accessible property for theCreditsWidget
. This is useful to, for example, move the credits to an in-game billboard rather than a 2D overlay.
- Fixed a bug where collision settings were only applied to the first primitive in a glTF.
- Fixed a bug where the Screen Credits Decorator prevented the Rich Text Block Image Decorator from working.
In addition to the above, this release updates cesium-native from v0.19.0 to v0.20.0. See the changelog for a complete list of changes in cesium-native.
- The translucent parts of 3D Tiles are now correctly rendered as translucent. In addition, a new
TranslucentMaterial
property onCesium3DTileset
allows a custom material to be used to render these translucent portions. - Added a
Rendering -> Use Lod Transitions
option onCesium3DTileset
to smoothly dither between levels-of-detail rather than switching abruptly. - Added support for loading WebP images inside glTFs and raster overlays. WebP textures can be provided directly in a glTF texture or in the
EXT_texture_webp
extension.
- Fixed a bug that prevented fractional DPI scaling from being properly taken into account. Instead, it would scale by the next-smallest integer.
- Cesium for Unreal now only uses Editor viewports for tile selection if they are visible, real-time, and use a perspective projection. Previously, any viewport with a valid size was used, which could lead to tiles being loaded and rendered unnecessarily.
- Fixed a bug that caused tiles to disappear when the Editor viewport was in Orbit mode.
- Fixed a bug in the Globe Anchor Component that prevented changing/resetting the actor transform in the details panel.
- Reduced the size of physics meshes by only copying UV data if "Support UV from Hit Results" is enabled in the project settings.
- Fixed a bug - in Unreal Engine 5 only - where a LineTrace would occasionally fail to collide with tiles at certain levels-of-detail.
- Fixed a crash that could occur while running on a dedicated server, caused by attempting to add the credits widget to the viewport.
In addition to the above, this release updates cesium-native from v0.18.1 to v0.19.0. See the changelog for a complete list of changes in cesium-native.
- Fixed a bug that caused a crash in Unreal Engine 4.26 when enabling the experimental tileset occlusion culling feature.
In addition to the above, this release updates cesium-native from v0.18.0 to v0.18.1. See the changelog for a complete list of changes in cesium-native.
- Fixed a bug that could cause a crash when using thumbnail rendering, notably on the Project Settings panel in UE5.
- More fully disabled the occlusion culling system when the project-level feature flag is disabled.
- Cesium for Unreal now automatically scales the selected 3D Tiles level-of-detail by the viewport client's
GetDPIScale
, meaning that devices with high-DPI displays will get less detail and higher performance than they did in previous versions. This can be disabled - and the previous behavior restored - by disabling the "Scale Level Of Detail By DPI" in Project Settings under Plugins -> Cesium, or by changing the "Apply Dpi Scaling" property on individual Tileset Actors.
- Added an experimental feature that uses Occlusion Culling to avoid refining tiles that are occluded by other content in the level. Currently this must be explicitly enabled from the Plugins -> Cesium section of Project Settings. We expect to enable it by default in a future release.
- Added options in
ACesium3DTileset
to control occlusion culling and turn it off if necessary. UCesiumGltfPrimitiveComponent
now has static mobility, allowing it to take advantage of several rendering optimizations only available for static objects.- Added an
OnTilesetLoaded
even that is invoked when the current tileset has finished loading. It is available from C++ and Blueprints. - Added a
GetLoadProgress
method that returns the current load percentage of the tileset. It is available from C++ and Blueprints. - Added Blueprint-accessible callback
OnFlightComplete
for when Dynamic Pawn completes flight. - Added Blueprint-accessible callback
OnFlightInterrupt
for when Dynamic Pawn's flying is interrupted.
- When the Cesium ion access or login token is modified and stored in a config file that is under source code control, it will now be checked out before it is saved. Previously, token changes could be silently ignores with a source code control system that marks files read-only, such as Perforce.
- Fixed a bug that prevented credit images from appearing in UE5.
- Fixed a credit-related crash that occur when switching levels.
In addition to the above, this release updates cesium-native from v0.17.0 to v0.18.0. See the changelog for a complete list of changes in cesium-native.
- Display credits using Rich Text Block instead of the Web Browser Widget.
- Swapped latitude and longitude parameters on georeferenced sublevels to match with the main georeference.
- Adjusted the presentation of sublevels in the Cesium Georeference details panel.
- We now explicitly free physics mesh UVs and face remap data, reducing memory usage in the Editor and reducing pressure on the garbage collector in-game.
- Fixed a bug that could cause a crash when reporting tileset or raster overlay load errors, particularly while switching levels.
- We now Log the correct asset source when loading a new tileset from either URL or Ion.
- Disabling physics meshes of a tileset now works in Unreal Engine 5.
- Renamed
ExcludeTilesInside
toExcludeSelectedTiles
on theCesiumPolygonRasterOverlay
. A core redirect was added to remap the property value in existing projects.
- Added the
InvertSelection
option onCesiumPolygonRasterOverlay
to rasterize outside the selection instead of inside. When used in conjunction with theExcludeSelectedTiles
option, tiles completely outside the polygon selection will be culled, instead of the tiles inside.
In addition to the above, this release updates cesium-native from v0.15.1 to v0.16.0, fixing an important bug. See the changelog for a complete list of changes in cesium-native.
- Added pre-built binaries for Unreal Engine 5 on macOS and iOS.
- Fixed a bug that could cause a crash after applying a non-UMaterialInstanceDynamic material to a tileset.
- Fixed a bug introduced in v1.13.0 that could lead to incorrect axis-aligned bounding boxes.
- Gave initial values to some fields in UStructs that did not have them, including two
UObject
pointers.
In addition to the above, this release updates cesium-native from v0.15.1 to v0.15.2, fixing an important bug and updating some third-party libraries. See the changelog for a complete list of changes in cesium-native.
This release updates cesium-native from v0.15.0 to v0.15.1, fixing an important bug. See the changelog for a complete list of changes in cesium-native.
- Deprecated parts of the old Blueprint API for feature ID attributes from
EXT_feature_metadata
.
- Improved the Blueprint API for feature ID attributes from
EXT_feature_metadata
(and upgraded batch tables). - Added a Blueprint API to access feature ID textures and feature textures from the
EXT_feature_metadata
extension. - Added the
UCesiumEncodedMetadataComponent
to enable styling with the metadata from theEXT_feature_metadata
extension. This component provides a convenient way to query for existing metadata, dictate which metadata properties to encode for styling, and generate a starter material layer to access the wanted properties.
- glTF normal, occlusion, and metallic/roughness textures are no longer treated as sRGB.
- Improved the computation of axis-aligned bounding boxes for Unreal Engine, producing much smaller and more accurate bounding boxes in many cases.
- Metadata-related Blueprint functions will now return the default value if asked for an out-of-range feature or array element. Previously, they would assert or read undefined memory.
In addition to the above, this release updates cesium-native from v0.14.0 to v0.15.0. See the changelog for a complete list of changes in cesium-native.
- Fixed compiler errors with the official release of Unreal Engine 5.
- Removed the
KeepWorldOriginNearCamera
,OriginRebaseInsideSublevels
, andMaximumWorldOriginDistanceFromCamera
options fromCesiumGeoreference
. These options are not usually necessary with Unreal Engine 5's double-precision coordinates. - Renamed the
WorldOriginCamera
property onCesiumGeoreference
toSubLevelCamera
, as this property is now only used for switching sub-levels. Core Redirects should automatically make this change in Blueprints. - Removed
Inaccurate
from the name of a large number of Blueprint functions, now that Unreal Engine 5 supports double-precision in Blueprints. Core Redirects should automatically make this change in Blueprints.
- Cesium for Unreal automatically enables Unreal Engine 5's "Enable Large Worlds" setting, which is required for correct culling of Cesium tilesets.
- Raster overlays are now, by default, rendered using the default settings for the
World
texture group, which yields much higher quality on many platforms by enabling anisotrpic texture filtering. Shimmering of overlay textures in the distance should be drastically reduced. - New options on
RasterOverlay
give the user control over the texture group, texture filtering, and mipmapping used for overlay textures. - Improved the mapping between glTF textures and Unreal Engine texture options, which should improve texture quality in tilesets.
- Added
CesiumWebMapServiceRasterOverlay
to pull raster overlays from a WMS server. - Added option to show
Cesium3DTileset
andCesiumRasterOverlay
credits on screen, rather than in a separate popup.
- Fixed a leak of some of the memory used by tiles that were loaded but then ended up not being used because the camera had moved.
- Fixed a leak of glTF emissive textures.
- Fixed a bug introduced in v1.11.0 that used the Y-size of the right eye viewport for the left eye in tile selection for stereographic rendering.
- Fixed a bug where glTF primitives with no render data are added to the glTF render result.
In addition to the above, this release updates cesium-native from v0.13.0 to v0.14.0. See the changelog for a complete list of changes in cesium-native.
- Exclusion Zones have been deprecated and will be removed in a future release. Please use the Cartographic Polygon Actor instead.
- Added experimental support for Unreal Engine 5 (preview 1).
- Added collision meshes for tilesets when using the Chaos physics engine.
- Integrated GPU pixel compression formats received from Cesium Native into Unreal's texture system.
- Added support for the
CESIUM_RTC
glTF extension. - Added the ability to set tne Georeference origin from ECEF coordinates in Blueprints and C++.
- Exposed the Cesium ion endpoint URL as a property on tilesets and raster overlays.
- Fixed bug where certain pitch values in "Innaccurate Fly to Location Longitude Latitude Height" cause gimbal lock.
- Fixed a bug that caused a graphical glitch by using 16-bit indices when 32-bit indices are needed.
- Fixed a bug where tileset metadata from a feature table was not decoded correctly from UTF-8.
- Improved the shadows, making shadows fade in and out less noticable.
- The Cesium ion Token Troubleshooting panel will no longer appear in game worlds, including Play-In-Editor.
In addition to the above, this release updates cesium-native from v0.12.0 to v0.13.0. See the changelog for a complete list of changes in cesium-native.
- Fixed a crash at startup on Android devices introduced in v1.10.0.
- The following Blueprints and C++ functions on
CesiumSunSky
have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.EnableMobileRendering
toUseMobileRendering
AdjustAtmosphereRadius
toUpdateAtmosphereRadius
- Added Cesium Cartographic Polygon to the Cesium Quick Add panel.
- Improved the Cesium ion token management. Instead of automatically creating a Cesium ion token for each project, Cesium for Unreal now prompts you to select or create a token the first time one is needed.
- Added a Cesium ion Token Troubleshooting panel that appears when there is a problem connecting to Cesium ion tilesets and raster overlays.
- The new
FCesiumCamera
andACesiumCameraManager
can be used to register and update custom camera views into Cesium tilesets.
- Fixed a crash when editing the georeference detail panel while a sublevel is active.
- Improved the organization of
CesiumSunSky
parameters in the Details Panel. - Improved the organization of
CesiumGlobeAnchorComponent
parameters in the Details Panel.
In addition to the above, this release updates cesium-native from v0.11.0 to v0.12.0. See the changelog for a complete list of changes in cesium-native.
- Fixed a bug that could cause incorrect LOD and culling when viewing a camera in-editor and the camera's aspect ratio does not match the viewport window's aspect ratio.
In addition to the above, this release updates cesium-native from v0.10.0 to v0.11.0. See the changelog for a complete list of changes in cesium-native.
In this release, the cesium-native binaries are built using Xcode 11.3 on macOS instead of Xcode 12. Other platforms are unchanged from v1.8.0.
Cesium3DTileset
now has options for enabling custom depth and stencil buffer.- Added
CesiumDebugColorizeTilesRasterOverlay
to visualize how a tileset is divided into tiles. - Added
Log Selection Stats
debug option to theCesium3DTileset
Actor. - Exposed raster overlay properties to Blueprints, so that overlays can be created and manipulated with Blueprints.
- Cesium for Unreal now does a much better job of releasing memory when the Unreal Engine garbage collector is not active, such as in the Editor.
- Fixed a bug that could cause an incorrect field-of-view angle to be used for tile selection in the Editor.
- Fixed a bug that caused
GlobeAwareDefaultPawn
(and its derived classes, notablyDynamicPawn
) to completely ignore short flights.
In addition to the above, this release updates cesium-native from v0.9.0 to v0.10.0. See the changelog for a complete list of changes in cesium-native.
- Removed
CesiumGlobeAnchorParent
, which was deprecated in v1.3.0. TheCesiumGlobeAnchorParent
functionality can be recreated using an empty actor with aCesiumGlobeAnchorComponent
. - Removed the
FixTransformOnOriginRebase
property fromCesiumGeoreferenceComponent
, and the component now always acts as if it is enabled. This should now work correctly even for objects that are moved by physics or other Unreal Engine mechanisms. - The
SnapToEastSouthUp
function onCesiumGeoreference
no longer resets the Scale back to 1.0. It only modifies the rotation. - The following
CesiumGeoreferenceComponent
Blueprints and C++ functions no longer take aMaintainRelativeOrientation
parameter. Instead, this behavior is controlled by theAdjustOrientationForGlobeWhenMoving
property.MoveToLongitudeLatitudeHeight
InaccurateMoveToLongitudeLatitudeHeight
MoveToECEF
InaccurateMoveToECEF
- Renamed
CesiumGeoreferenceComponent
toCesiumGlobeAnchorComponent
. CesiumSunSky
has been converted from Blueprints to C++. Backward compatibility should be preserved in most cases, but some less common scenarios may break.GlobeAwareDefaultPawn
,DynamicPawn
, andCesiumSunSky
no longer have aGeoreference
property. Instead, they have aCesiumGlobeAnchor
component that has aGeoreference
property.- The
Georeference
property on most Cesium types can now be null if it has not been set explicitly in the Editor. To get the effective Georeference, including one that has been discovered in the level, use theResolvedGeoreference
property or call theResolveGeoreference
function. - Removed the option to locate the Georeference at the "Bounding Volume Origin". It was confusing and almost never useful.
- The
CheckForNewSubLevels
andJumpToCurrentLevel
functions inCesiumGeoreference
have been removed. New sub-levels now automatically appear without an explicit check, and the current sub-level can be changed using the standard Unreal Engine Levels panel. - Removed the
CurrentLevelIndex
property fromCesiumGeoreference
. The sub-level that is currently active in the Editor can be queried with theGetCurrentLevel
function of theWorld
. - Removed the
SunSky
property fromCesiumGeoreference
. TheCesiumSunSky
now holds a reference to theCesiumGeoreference
, rather than the other way around. - The following Blueprints and C++ functions on
CesiumGeoreference
have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.TransformLongitudeLatitudeHeightToUe
toTransformLongitudeLatitudeHeightToUnreal
InaccurateTransformLongitudeLatitudeHeightToUe
toInaccurateTransformLongitudeLatitudeHeightToUnreal
TransformUeToLongitudeLatitudeHeight
toTransformLongitudeLatitudeHeightToUnreal
InaccurateTransformUeToLongitudeLatitudeHeight
toInaccurateTransformUnrealToLongitudeLatitudeHeight
TransformEcefToUe
toTransformEcefToUnreal
InaccurateTransformEcefToUe
toInaccurateTransformEcefToUnreal
TransformUeToEcef
toTransformUnrealToEcef
InaccurateTransformUeToEcef
toInaccurateTransformUnrealToEcef
TransformRotatorUeToEnu
toTransformRotatorUnrealToEastNorthUp
InaccurateTransformRotatorUeToEnu
toInaccurateTransformRotatorUnrealToEastNorthUp
TransformRotatorEnuToUe
toTransformRotatorEastNorthUpToUnreal
InaccurateTransformRotatorEnuToUe
toInaccurateTransformRotatorEastNorthUpToUnreal
- The following C++ functions on
CesiumGeoreference
have been removed:GetGeoreferencedToEllipsoidCenteredTransform
andGetEllipsoidCenteredToGeoreferencedTransform
moved toGeoTransforms
, which is accessible via thegetGeoTransforms
function onCesiumGeoreference
.GetUnrealWorldToEllipsoidCenteredTransform
has been replaced withTransformUnrealToEcef
except that the latter takes standard Unreal world coordinates rather than absolute world coordinates. If you have absolute world coordinates, subtract the World'sOriginLocation
before calling the new function.GetEllipsoidCenteredToUnrealWorldTransform
has been replaced withTransformEcefToUnreal
except that the latter returns standard Unreal world coordinates rather than absolute world coordinates. If you want absolute world coordinates, add the World'sOriginLocation
to the return value.AddGeoreferencedObject
should be replaced with a subscription to the newOnGeoreferenceUpdated
event.
- Improved the workflow for managing georeferenced sub-levels.
CesiumSunSky
now automatically adjusts the atmosphere size based on the player Pawn's position to avoid tiled artifacts in the atmosphere when viewing the globe from far away.GlobeAwareDefaultPawn
and derived classes likeDynamicPawn
now have aCesiumGlobeAnchorComponent
attached to them. This allows more consistent movement on the globe, and allows the pawn's Longitude/Latitude/Height or ECEF coordinates to be specified directly in the Editor.CesiumSunSky
now has anEnableMobileRendering
flag that, when enabled, switches to a mobile-compatible atmosphere rendering technique.CesiumCartographicPolygon
'sGlobeAnchor
andPolygon
are now exposed in the Editor and to Blueprints.- Added
InaccurateGetLongitudeLatitudeHeight
andInaccurateGetECEF
functions toCesiumGlobeAnchorComponent
, allowing access to the current position of a globe-anchored Actor from Blueprints. - Added support for collision object types on 'ACesium3DTileset' actors.
- Cesium objects in a sub-level will now successfully find and use the
CesiumGeoreference
andCesiumCreditSystem
object in the Persistent Level when these properties are left unset. For best results, we suggest removing all instances of these objects from sub-levels. - Fixed a bug that made the Time-of-Day widget forget the time when it was closed and re-opened.
- Undo/Redo now work more reliably for
CesiumGlobeAnchor
properties. - We now explicitly free the
PlatformData
and renderer resources associated withUTexture2D
instances created for raster overlays when the textures are no longer needed. By relying less on the Unreal Engine garbage collector, this helps keep memory usage lower. It also keeps memory from going up so quickly in the Editor, which by default does not run the garbage collector at all.
In addition to the above, this release updates cesium-native from v0.8.0 to v0.9.0. See the changelog for a complete list of changes in cesium-native.
- Fixed a bug that caused incorrect tangents to be generated based on uninitialized texture coordinates.
- Fixed a bug that could cause vertices to be duplicated and tangents calculated even when not needed.
- Fixed a bug that caused the Cesium ion access token to sometimes be blank when adding an asset from the "Cesium ion Assets" panel while the "Cesium" panel is not open.
In addition to the above, this release updates cesium-native from v0.7.2 to v0.8.0. See the changelog for a complete list of changes in cesium-native.
This release only updates cesium-native from v0.7.1 to v0.7.2. See the changelog for a complete list of changes in cesium-native.
- Added the
MaximumCachedBytes
property toACesium3DTileset
.
- Fixed incorrect behavior when two sublevels overlap each other. Now the closest sublevel is chosen in that case.
- Fixed crash when
GlobeAwareDefaultPawn::FlyToLocation
was called when the pawn was not possessed. - Fixed a bug that caused clipping to work incorrectly for tiles that are partially water.
- Limited the length of names assigned to the ActorComponents created for 3D Tiles, to avoid a crash caused by an FName being too long with extremely long tileset URLs.
- Fixed a bug that caused 3D Tiles tile selection to take into account Editor viewports even when in Play-in-Editor mode.
- Fixed a bug in
DynamicPawn
that caused a divide-by-zero message to be printed to the Output Log. - Fixed a mismatch on Windows between Unreal Engine's compiler options and cesium-native's compiler options that could sometimes lead to crashes and other broken behavior.
In addition to the above, this release updates cesium-native from v0.7.0 to v0.7.1. See the changelog for a complete list of changes in cesium-native.
- Removed
ACesium3DTileset::OpacityMaskMaterial
. The regularMaterial
property is used instead. - Renamed
UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesForFeatureID
toUCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesForFeatureID
. This is a breaking change for C++ code but Blueprints should be unaffected because of a CoreRedirect. - Renamed
UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesAsStringsForFeatureID
toUCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesAsStringForFeatureID
. This is a breaking change for C++ code but it was not previously exposed to Blueprints.
- Added the ability to define a "Cesium Cartographic Polygon" and then use it to clip away part of a Cesium 3D Tileset.
- Multiple raster overlays per tileset are now supported.
- The default materials used to render Cesium 3D Tilesets are now built around Material Layers, making them easier to compose and customize.
- Added support for using
ASceneCapture2D
withACesium3DTileset
actors. - Added an editor option in
ACesium3DTileset
to optionally generate smooth normals for glTFs that originally did not have normals. - Added an editor option in
ACesium3DTileset
to disable the creation of physics meshes for its tiles. - Added a Refresh button on the Cesium ion Assets panel.
- Made
UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesAsStringForFeatureID
,UCesiumMetadataFeatureTableBlueprintLibrary::GetProperties
, andUCesiumMetadataPrimitiveBlueprintLibrary::GetFirstVertexIDFromFaceID
callable from Blueprints. - Consolidated texture preparation code. Now raster overlay textures can generate mip-maps and the overlay texture preparation can happen partially on the load thread.
- The Cesium ion Assets panel now has two buttons for imagery assets, allowing the user to select whether the asset should replace the base overlay or be added on top.
- Fixed indexed vertices being duplicated unnecessarily in certain situations in
UCesiumGltfComponent
.
In addition to the above, this release updates cesium-native from v0.6.0 to v0.7.0. See the changelog for a complete list of changes in cesium-native.
- Added support for Unreal Engine v4.27.
- Changed Cesium Native Cesium3DTiles's namespace to Cesium3DTilesSelection's namespace
- Fixed a bug that could cause mis-registration of feature metadata to the wrong features in Draco-compressed meshes.
- Fixed a bug that could cause a crash with VR/AR devices enabled but not in use.
- Added support for reading per-feature metadata from glTFs with the
EXT_feature_metadata
extension or from 3D Tiles with a B3DM batch table and accessing it from Blueprints. - Added support for using multiple view frustums in
ACesium3DTileset
to inform the tile selection algorithm.
- Fixed a bug introduced in v1.4.0 that made it impossible to add a "Blank 3D Tiles Tileset" using the Cesium panel without first signing in to Cesium ion.
- Fixed a bug that caused a crash when deleting a Cesium 3D Tileset Actor and then undoing that deletion.
In addition to the above, this release updates cesium-native from v0.5.0 to v0.6.0. See the changelog for a complete list of changes in cesium-native.
- Fixed linker warnings on macOS related to "different visibility settings."
- Fixed compile errors on Android in Unreal Engine versions prior to 4.26.2 caused by missing support for C++17.
- Tangents are now only generated for models that don't have them and that do have a normal map, saving a significant amount of time. If you have a custom material that requires the tangents, or need them for any other reason, you may set the
AlwaysIncludeTangents
property onCesium3DTileset
to force them to be generated like they were in previous versions.
- The main Cesium panel now has buttons to easily add a
CesiumSunSky
or aDynamicPawn
.
- Fixed a bug that could sometimes cause tile-sized holes to appear in a 3D Tiles model for one render frame.
- Fixed a bug that caused Cesium toolbar buttons to disappear when
Editor Preferences
->Use Small Tool Bar Icons
is enabled. - Added support for other types of glTF index accessors:
BYTE
,UNSIGNED_BYTE
,SHORT
, andUNSIGNED_SHORT
.
In addition to the above, this release updates cesium-native from v0.4.0 to v0.5.0. See the changelog for a complete list of changes in cesium-native.
- Temporarily removed support for the Android platform because it is causing problems in Epic's build environment, and is not quite production ready in any case.
- Tileset properties that require a tileset reload (URL, Source, IonAssetID, IonAccessToken, Materials) have been moved to
private
. Setter and getter methods are now provided for modifying them in Blueprints and C++. - Deprecated
CesiumGlobeAnchorParent
andFloatingPawn
. TheCesiumGlobeAnchorParent
functionality can be recreated using an empty actor with aCesiumGeoreferenceComponent
. TheFloatingPawn
is now replaced by theDynamicPawn
. In a future release, theDynamicPawn
will be renamed toCesiumFloatingPawn
.
- Added support for the Android platform.
- Added support for displaying a water effect for the parts of quantized-mesh terrain tiles that are known to be water.
- Improved property change checks in
Cesium3DTileset::LoadTileset
. - Made origin rebasing boolean properties in
CesiumGeoreference
andCesiumGeoreferenceComponent
blueprint editable. - Made 3D Tiles properties editable in C++ and blueprints via getter/setter functions. The tileset now reloads at runtime when these properties are changed.
- Improvements to dynamic camera, created altitude curves for FlyTo behavior.
- Constrained the values for
UPROPERTY
user inputs to be in valid ranges. - Added
M_CesiumOverlayWater
andM_CesiumOverlayComplexWater
materials for use with water tiles. - Exposed all tileset materials to allow for changes in editor.
- Added
TeleportWhenUpdatingTransform
boolean property to CesiumGeoreferenceComponent. - Added a "Year" property to
CesiumSunSky
. - Added the ability to use an external Directional Light with
CesiumSunSky
, rather than the embedded DirectionalLight component.
- Fixed a bug that caused rendering and navigation problems when zooming too far away from the globe when origin rebasing is enabled.
- Fixed a bug that caused glTF node
translation
,rotation
, andscale
properties to be ignored even if the node had nomatrix
. - Cleaned up, standardized, and commented material and material functions.
- Moved all materials and material functions to the
Materials
subfolder. - Set CesiumSunSky's directional light intensity to a more physically accurate value.
- Moved Latitude before Longitude on the
CesiumGeoreference
andCesiumGeoreferenceComponent
Details panels.
In addition to the above, this release updates cesium-native from v0.3.1 to v0.4.0. See the changelog for a complete list of changes in cesium-native.
- Fixed a regression in Cesium for Unreal v1.2.0 where
GlobeAwareDefaultPawn
lost its georeference during playmode. - Fixed a regression in Cesium for Unreal v1.2.0 where the matrices in
CesiumGeoreference
were being initialized to zero instead of identity. - Fixed a regression in Cesium for Unreal v1.2.0 that broke the ability to paint foliage on terrain and other tilesets.
In addition to the above, this release updates cesium-native from v0.3.0 to v0.3.1. See the changelog for a complete list of changes in cesium-native.
- Added a dynamic camera that adapts to height above terrain.
- Added Linux support.
- Added support for Tile Map Service (TMS) raster overlays.
- Fixed issue where displayed longitude-latitude-height in
CesiumGeoreferenceComponent
wasn't updating in certain cases. FEditorDelegates::OnFocusViewportOnActors
is no longer unnecessarily subscribed to multiple times.Loading tileset ...
is now only written to the output log when the tileset actually needs to be reloaded.- Fixed a bug where collision does not update correctly when changing properties of a tileset in the editor.
- Fixed a bug that caused tiles to disappear when "Suspend Update" was enabled.
- Fixed a bug that caused tilesets added with the "Add Blank" button to cause an error during Play-In-Editor.
- Fixed a bug that caused
ACesiumGeoreference::TransformEcefToUe
to be much less precise than expected. - Moved the
BodyInstance
property onCesium3DTileset
to theCollision
category so that it can be modified in the Editor.
- Added macOS support.
- Added support for the legacy
gltfUpAxis
property in a tilesetasset
dictionary. Although this property is not part of the specification, there are many existing assets that use this property and had been shown with a wrong rotation otherwise. - Changed the log level for the tile selection output from
Display
toVerbose
. With default settings, the output will no longer be displayed in the console, but only written to the log file. - Added more diagnostic details to error messages for invalid glTF inputs.
- Added diagnostic details to error messages for failed OAuth2 authorization with
CesiumIonClient::Connection
. - Added a
BodyInstance
property toCesium3DTileset
so that collision profiles can be configured. - Added an experimental "Exclusion Zones" property to
Cesium3DTileset
. While likely to change in the future, it already provides a way to exclude parts of a 3D Tiles tileset to make room for another.
- Gave glTFs created from quantized-mesh terrain tiles a more sensible material with a
metallicFactor
of 0.0 and aroughnessFactor
of 1.0. Previously the default glTF material was used, which has ametallicFactor
of 1.0, leading to an undesirable appearance. - Reported zero-length images as non-errors, because
BingMapsRasterOverlay
purposely requests that the Bing servers return a zero-length image for non-existent tiles. - 3D Tiles geometric error is now scaled by the tile's transform.
- Fixed a bug that that caused a 3D Tiles tile to fail to refine when any of its children had an unsupported type of content.
- The
Material
property ofACesium3DTiles
is now aUMaterialInterface
instead of aUMaterial
, allowing more flexibility in the types of materials that can be used. - Fixed a possible crash when a
Cesium3DTileset
does not have aCesiumGeoreference
or it is not valid.
In addition to the above, this release updates cesium-native from v0.1.0 to v0.2.0. See the changelog for a complete list of changes in cesium-native.
- High-accuracy, global-scale WGS84 globe for visualization of real-world 3D content
- 3D Tiles runtime engine to stream massive 3D geospatial datasets, such as terrain, imagery, 3D cities, and photogrammetry
- Streaming from the cloud, a private network, or the local machine.
- Level-of-detail selection
- Caching
- Multithreaded loading
- Batched 3D Model (B3DM) content, including the B3DM content inside Composite (CMPT) tiles
quantized-mesh
terrain loading and rendering- Bing Maps and Tile Map Service (TMS) raster overlays draped on terrain
- Integrated with Cesium ion for instant access to cloud based global 3D content.
- Integrated with Unreal Engine Editor, Actors and Components, Blueprints, Landscaping and Foliage, Sublevels, and Sequencer.