- 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.