80 KiB
Change Log
v2.12.0 - 2025-01-02
Breaking Changes 📣
- Removed support for Unreal Engine 5.2. Unreal Engine 5.3 or later is now required.
- Renamed
FCesiumFeatureIdAttribute::GetFeatureIDForVertextoFCesiumFeatureIdAttribute::GetFeatureID. - Renamed
FCesiumFeatureIdAttribute::GetVertexCounttoFCesiumFeatureIdAttribute::GetCount.
Additions 🎉
- Added support for metadata querying and styling on instanced models.
Fixes 🔧
- Fixed a bug in
CesiumSubLevelSwitcherComponentthat could prevent all sub-levels from loading if a single sub-level failed to load.
This release updates cesium-native from v0.42.0 to v0.43.0. See the changelog for a complete list of changes in cesium-native.
v2.11.0 - 2024-12-02
This is the last release of Cesium for Unreal that will support Unreal Engine v5.2. Future versions will require Unreal Engine v5.3+.
Additions 🎉
- Added support for Unreal Engine 5.5.
- Added a "From Ellipsoid" option to
Cesium3DTilesetto generate a tileset by tessellating the surface of the ellipsoid, producing a simple globe tileset without terrain features.
Fixes 🔧
- Fixed a crash that could occur when using
SampleHeightMostDetailedon aCesium3DTilesetwith a raster overlay. CesiumPolygonRasterOverlaynow referencesCesiumCartographicPolygoninstances usingTSoftObjectPtr, which allows, for example, a raster overlay in the persistent level to use a polygon in a sub-level.- Fixed an overlay artifact bug that could occur when a
Cesium3DTilesethad three or more overlays.
In addition to the above, this release updates cesium-native from v0.41.0 to v0.42.0. See the changelog for a complete list of changes in cesium-native.
v2.10.0 - 2024-11-01
Additions 🎉
- Added
CircumscribedGroundHeightproperty toCesiumSunSky. It defaults to 0, which is consistent with the previous behavior. It can be set to a larger value (like 40) to avoid dark splotchy artifacts when zoomed out far from the globe in certain tilesets where geometry extends very far beyond the ellipsoid in the low-detail representation, such as Google Photorealistic 3D Tiles. - Added a shared assets system that ensures external images referenced by different glTFs will only be loaded once per image. Previously, these images would be loaded again for each glTF that referenced them. This significantly reduces memory usage for tilesets that reuse the same textures.
Fixes 🔧
- Fixed a bug that caused incorrect lighting for tilesets using
KHR_materials_unlit. - Reduced the memory used by tiles with
KHR_materials_unlit. CesiumGlobeAnchorproperties are no longer shown on the mainCesiumSunSkyDetails panel, because it is almost never necessary to set these. They can still be set on the component's own Details panel if needed.- Fixed error messages in the Unreal log about uninitialized fields in
FCesiumSampleHeightResult.
In addition to the above, this release updates cesium-native from v0.40.1 to v0.41.0. See the changelog for a complete list of changes in cesium-native.
v2.9.0 - 2024-10-01
Additions 🎉
- Added
SampleHeightMostDetailedfunction toCesium3DTileset, which asynchronously queries the height of a tileset at a list of positions. It is callable from both C++ and Blueprints.
Fixes 🔧
- Drastically reduced tile mesh memory usage in UE 5.3 and 5.4 by working around a bug that causes those engine versions to add more texture coordinate sets than necessary.
- Fixed a bug where the
scale,noData, anddefaultvalues of a property inEXT_strutural_metadatawere not correctly passed to the tileset's material.
This release updates cesium-native from v0.39.0 to v0.40.1. See the changelog for a complete list of changes in cesium-native.
v2.8.0 - 2024-09-02
Additions 🎉
- Added universal (Intel and Apple Silicon) binaries for Unreal Engine 5.2. Unreal Engine 5.3 and 5.4 already had universal binaries.
- Raster overlays now have
bAllowAnyoneToDestroyMeset to true by default. This allows them to be dynamically removed and destroyed at runtime via the BlueprintDestroy Componentfunction called from anywhere, including Level Blueprints. Previously, attempting to delete a raster overlay from outside the Actor would result in an error.
Fixes 🔧
- Fixed a bug introduced in the previous release that caused instanced tilesets to render incorrectly.
- Debug sections are no longer compressed on Linux and Android, improving compatibility.
- Fixed a bug where calling
Refreshon aCesiumRasterOverlaywould cause the overlay to appear on the Cesium3DTileset, even if inactive.
This release updates cesium-native from v0.38.0 to v0.39.0. See the changelog for a complete list of changes in cesium-native.
v2.7.1 - 2024-08-01
Fixes 🔧
- Improved collision and line tracing against tilesets by working around an overly-aggressive degenerate triangle check in the Chaos physics engine.
- Fixed a bug that could cause a
bad_any_castexception when trying to access glTF extensions on non-Windows platforms. This commonly popped up when loading tilesets with metadata. - Fixed a bug that caused the
GetInteger64functions onCesiumMetadataValue,CesiumPropertyArray, andCesiumPropertyTablePropertyto always return the default value on non-Windows platforms. - Fixed issue with
UCesiumGlobeAnchorComponent::GetEllipsoidthat caused compilation errors on some machines.
In addition to the above, this release updates cesium-native from v0.37.0 to v0.38.0. See the changelog for a complete list of changes in cesium-native.
v2.7.0 - 2024-07-01
Additions 🎉
- Cesium for Unreal now supports using non-WGS84 ellipsoids.
- An
CesiumEllipsoidasset may be specified in theEllipsoidfield of aCesiumGeoreference. - To create a
CesiumEllipsoidasset, right-click in the Content Drawer and select "Data Asset" under "Miscellaneous." Choose "Cesium Ellipsoid" from the menu that appears.
- An
Fixes 🔧
- Fixed two problems with
CesiumCartographicRasterOverlay:- Small tiles would never be excluded, even with "Exclude Selected Tiles" enabled.
- Pieces of tiles would sometimes not have the raster overlay correctly applied to them. When using with clipping, this would cause bits of tiles to randomly appear inside the clipping polygon.
- Removed an unnecessary alpha check when selecting translucent base materials.
- Fixed a crash caused by
CesiumSunSkywhen no viewport is activated in the Editor. - Fixed build issues in Unreal 5.4.2 relating to
UStaticMeshandglm::toMat4.
In addition to the above, this release updates cesium-native from v0.36.0 to v0.37.0. See the changelog for a complete list of changes in cesium-native.
v2.6.0 - 2024-06-03
Breaking Changes 📣
- Renamed the following properties on
CesiumWebMapTileServiceRasterOverlay:Url->BaseUrlWest->RectangleWestSouth->RectangleSouthEast->RectangleEastNorth->RectangleNorth
UseWebMercatorProjectionhas been deprecated onCesiumWebMapTileServiceRasterOverlay. Instead, use theProjectionenum property to specify betweenGeographicorWebMercatorprojection.
Additions 🎉
- Added support for Instanced 3D Meshes (I3DM) and the glTF
EXT_mesh_gpu_instancingextension. - Improved DynamicPawn movement by interpolating to its intended speed. This provides smoother movement over areas with large height variation, e.g., when flying over buildings in a city.
- Added
TileWidthandTileHeightproperties toCesiumWebMapTileServiceRasterOverlay.
Fixes 🔧
- Fixed an issue with pixel dithering artifacts that could appear on tilesets.
- Fixed an issue where DynamicPawn could get stuck after interrupting a flight from
UCesiumFlyToComponent. - Fixed a bug where
CesiumTileMapServiceRasterOverlay,CesiumWebMapServiceRasterOverlay, andCesiumWebMapTileServiceRasterOverlaywould attempt to load empty URLs. - Fixed a bug that caused some textures shared between multiple glTF primitives to be missing entirely.
- Fixed a bug that caused tilesets to fail to load with the "Experimental Occlusion Culling Feature" enabled.
- Fixed a problem that could cause linker errors when packaging a game using both Cesium for Unreal and the Pixel Streaming plugin in Unreal Engine 5.4.
In addition to the above, this release updates cesium-native from v0.35.0 to v0.36.0. See the changelog for a complete list of changes in cesium-native.
v2.5.0 - 2024-05-01
This is the last release of Cesium for Unreal that will support Unreal Engine v5.1. Future versions will require Unreal Engine v5.2+.
Additions 🎉
- Added support for Unreal Engine 5.4.
- Added support for Cesium ion servers in single user mode. Tokens are not required to stream assets from such servers.
Fixes 🔧
- Fixed an issue where tilesets would render completely black on Quest headsets and some iOS devices.
- Fixed a crash on Unreal Editor shutdown that would occasionally happen due to attempts to access garbage-collected static classes.
In addition to the above, this release updates cesium-native from v0.34.0 to v0.35.0. See the changelog for a complete list of changes in cesium-native.
v2.4.1 - 2024-04-01
This release updates cesium-native from v0.33.0 to v0.34.0. See the changelog for a complete list of changes in cesium-native.
v2.4.0 - 2024-03-01
Additions 🎉
- Significantly reduced CPU memory used by glTF and raster overlay textures.
- Improved texture creation performance on non-D3D platforms.
- Added support for the
KHR_texture_transformglTF extension - including rotation - forCesiumFeatureIdTextureandCesiumPropertyTextureProperty. CesiumFeaturesMetadataComponentnow generates nodes forKHR_texture_transformif the extension is present in a feature ID texture or property texture property.
Fixes 🔧
- Metadata-related textures are now created in
TEXTUREGROUP_8BitDatainstead ofTEXTUREGROUP_World. - Added some defensive nullptr checks to
CesiumSunSky.
In addition to the above, this release updates cesium-native from v0.32.0 to v0.33.0. See the changelog for a complete list of changes in cesium-native.
v2.3.0 - 2024-02-01
Additions 🎉
- Added support for Web Map Tile Service (WMTS) with
CesiumWebMapTileServiceRasterOverlay. - Significantly reduced CPU memory usage by textures on non-Windows systems.
- Added support for the
KHR_texture_transformglTF extension - including rotation - inbaseColorTexture,metallicRoughnessTexture,emissiveTexture,normalTexture, andocclusionTexture. The transformation is now applied on the GPU via nodes in the Material, rather than on the CPU by directly modifying texture coordinates.
Fixes 🔧
- Fixed a bug in
MLB_DitherFadethat made glTF materials with analphaModeofMASKincorrectly appear as fully opaque. - Fixed a bug in
CesiumFlyToComponentthat could cause the position of the object to shift suddenly at the very end of the flight. - Fixed a bug that caused textures created by Cesium for Unreal on D3D11 and D3D12 (only) to not be counted in the "Texture Memory Used" stat in the "Memory" stat group or in any counter in the "TextureGroup" stat group.
- Fixed a bug in
CesiumGltfComponentthat would cause a crash if theIgnore KHR_materials_unlitsetting was enabled on a point cloud. - Fixed a bug in
CesiumActorsthat would cause the editor to crash when running in Standalone mode. - Fixed several build warnings when packing in Unreal Engine 5.3.
- Readded backwards compatibility for feature textures from
EXT_feature_metadata, which was mistakenly removed. - Fixed a bug that caused nav mesh creation to be slow due to creating duplicate physics meshes.
In addition to the above, this release updates cesium-native from v0.31.0 to v0.32.0. See the changelog for a complete list of changes in cesium-native.
v2.2.0 - 2023-12-14
Breaking Changes 📣
- Deprecated
IonAssetEndpointUrlonCesium3DTilesetandCesiumIonRasterOverlay. Use the newCesiumIonServerproperty instead.
Additions 🎉
- Added support for multiple Cesium ion servers by creating
CesiumIonServerdata 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.
v2.1.0 - 2023-12-01
Additions 🎉
- Added support for styling with property textures in
EXT_structural_metadata. - Significantly improved tile download performance by adding
HttpThreadActiveFrameTimeInSeconds=0.001toEngine.ini. This results in a major performance improvement for all tilesets, particularly Google Photorealistic 3D Tiles. - Added
HttpMaxConnectionsPerServer=40toEngine.ini. By default, only 16 connections are allowed, which limits the performance when downloading tiles.
Fixes 🔧
- 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
EditCondition 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.
v2.0.0 - 2023-11-01
This release no longer supports Unreal Engine v5.0. Unreal Engine v5.1, v5.2, or v5.3 is required.
Breaking Changes 📣
- Removed
FCesiumIntegerColor,FCesiumFloatColor,UCesiumFeatureTexturePropertyBlueprintLibrary::GetIntegerColorFromTextureCoordinatesandUCesiumFeatureTexturePropertyBlueprintLibrary::GetFloatColorFromTextureCoordinates. Check out the upgrade guide for how retrieve metadata from property textures with the new API. - Renamed
GetTextureCoordinateIndextoGetUnrealUVChannelin bothUCesiumFeatureIdTextureBlueprintLibraryandUCesiumPropertyTexturePropertyBlueprintLibrary. 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, useGetGltfTextureCoordinateSetIndexinstead. - Removed the old "exclusion zones" feature, which has been deprecated since v1.11.0. Use
CesiumCartographicPolygonorCesiumTileExcluderinstead.
Additions 🎉
- Added new functions to
UCesiumPropertyTexturePropertyBlueprintLibraryto 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
GetPropertyTableValuesFromHitandGetPropertyTextureValuesFromHittoUCesiumMetadataPickingBlueprintLibraryto retrieve the respective metadata from a line trace hit. For both functions, the target to sample is specified by index. - Added
UCesiumFeatureIdSetBlueprintLibrary::GetFeatureIDFromHitto 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::GetFeatureIDFromHitto 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 withFVector2DUV coordinates. - Added
GetGltfTextureCoordinateSetIndextoUCesiumFeatureIdTextureBlueprintLibraryandUCesiumPropertyTexturePropertyBlueprintLibraryto avoid ambiguity withGetUnrealUVChannel. - Added
UCesiumMetadataValueBlueprintLibrary::GetValuesAsStringsto convert a map ofFCesiumMetadataValuesto 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.
Fixes 🔧
- Fixed a bug that could cause tiles in a
Cesium3DTilesetto have an incorrect transformation. - Fixed a crash that occurred when a
LevelSequenceActorin the level did not have aLevelSequencePlayerassigned. - 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.
Deprecated ⌛
UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForTextureCoordinateshas been deprecated. UseUCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUVinstead.UCesiumPropertyTexturePropertyBlueprintLibrary::GetSwizzleandUCesiumPropertyTexturePropertyBlueprintLibrary::GetComponentCounthave been deprecated, since they are no longer necessary to handle property texture property values in the plugin. UseUCesiumPropertyTexturePropertyBlueprintLibrary::GetChannelsinstead.UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFacehas been deprecated. UseUCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHitinstead.UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFaceAsStringshas been deprecated. UseUCesiumMetadataValueBlueprintLibrary::GetValuesAsStringsto convert the output ofUCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHitinstead.UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeatureAsStringshas been deprecated. UseUCesiumMetadataValueBlueprintLibrary::GetValuesAsStringsto convert the output ofUCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeatureinstead.
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.
v1.31.2 - 2023-10-26
This is the last release of Cesium for Unreal that will support Unreal Engine v5.0. Future versions will require Unreal Engine v5.1+.
Additions 🎉
- Added "Google Photorealistic 3D Tiles" to the Quick Add panel.
v2.0.0 Preview 1 - 2023-10-02
Breaking Changes 📣
- Feature IDs and metadata are now parsed through the
EXT_mesh_featuresandEXT_structural_metadataextensions respectively. Models withEXT_feature_metadatawill 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.
CesiumSunSkynow uses a defaultTransmittanceMinLightElevationAnglevalue on itsSkyAtmospherecomponent 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
Mobilityproperty onACesium3DTilesetis now obsolete. Instead, use the normal mechanism of setting the root component's mobility. - Removed many methods from the C++ interface of
ACesiumGeoreferenceandUCesiumGlobeAnchorComponentthat usedglmvector types. Use the versions that work with Unreal types instead. - The
ComputeEastSouthUpToUnrealfunction onACesiumGeoreferencehas been renamed toComputeEastSouthUpToUnrealTransformationand now returns a matrix that includes the translation component of the transformation. Previously it only included the rotation component. - Numerous properties on
CesiumGlobeAnchorComponentmust now be accessed with get/set functions from C++, instead of direct field access. - Renamed the following on
CesiumGlobeAnchorComponent:GetECEFrenamed toGetEarthCenteredEarthFixedPositionMoveToECEFrenamed toMoveToEarthCenteredEarthFixedPosition
- Deprecated the
InvalidateResolvedGeoreferencefunction onCesiumGlobeAnchorComponent. - The
SubLevelCameraproperty onCesiumGeoreferencehas been deprecated, and the georeference no longer automatically handles sub-level transitions. Instead, you must add aCesiumOriginShiftComponentto theActorto trigger sub-level loading. When loading old levels that contain sub-levels, the plugin will automatically attempt to add this component. - Removed the old
FloatingPawnthat has been deprecated since v1.3.0. - Deprecated the flight functionality in
GlobeAwareDefaultPawn. This functionality is now found inCesiumFlyToComponentand 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/FlyTofolder. Redirectors should upgrade references to the old names.Curve_AltitudeProfile_Floatwas renamed toCurve_CesiumFlyToDefaultHeightPercentage_FloatCurve_MaxAltitude_Floatwas renamed toCurve_CesiumFlyToDefaultMaximumHeightByDistance_FloatCurve_Progress_Floatwas renamed toCurve_CesiumFlyToDefaultProgress_Float
Additions 🎉
- 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
CesiumCameraManagerinstance to use with aCesium3DTilesetcan 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, andACesiumCameraManagerinstances in the Persistent Level. - Added support for excluding Cesium Tiles from a tileset using the new
CesiumTileExcluderactor component. This component can be used to implement custom logic for determining whether a tile should be excluded, either in C++ or Blueprints. ACesiumGeoreferencecan 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, andMieExponentialDistributionproperties 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
UCesiumWgs84EllipsoidBlueprint 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
CesiumGlobeAnchorComponentrelative to an East-South-Up coordinate system. - Added
ComputeEastSouthUpAtEarthCenteredEarthFixedPositionToUnrealTransformationfunction 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 theCesiumGeoreferenceorigin or by setting Unreal'sOriginLocationproperty. - Sub-level transitions can now be triggered manually from Blueprints using functions on the
CesiumSubLevelSwitcherComponentattached to theCesiumGeoreference. Be sure to disable anyCesiumOriginShiftComponentinstances in your level if you want manual control of sub-level switching. - Added
CesiumFlyToComponentto 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 aCesium3DTilesetor 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
ResolvedGeoreferenceis now shown in the Editor Details UI for georeferenced objects, next to theGeoreferenceproperty.
Fixes 🔧
- Fixed a bug in
ACesiumSunSkythat could cause an error when it was created inside a sub-level. ACesiumGeoreference,ACesiumCameraManager, andACesiumCreditSystemare 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
ACesiumCreditSystemin a sub-level will no longer cause overlapping and broken-looking credits. However, we still recommend deleting credit system instances from sub-levels. ACesiumCartographicPolygonnow 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_Publicflag 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.
v1.31.1 - 2023-10-02
This is the last release of Cesium for Unreal that will support Unreal Engine v5.0. Future versions will require Unreal Engine v5.1+.
Fixes 🔧
- 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.
v1.31.0 - 2023-09-20
Additions 🎉
- Added support for Unreal Engine 5.3. There is current a known issue with
Cesium3DTilesettextures 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.
v1.30.1 - 2023-09-03
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.
v1.30.0 - 2023-09-01
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.
v1.29.0 - 2023-08-01
Fixes 🔧
- 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
UnrealLightmassto 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.
v1.28.0 - 2023-07-03
Breaking Changes 📣
- Removed the
GetGeoreferencedToEllipsoidCenteredTransformandGetEllipsoidCenteredToGeoreferencedTransformmethods 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
FlyToGranularityDegreesproperty forAGlobeAwareDefaultPawn. Flight interpolation is now computed per-frame, so this property is no longer needed. Any code that refers toFlyToGranularityDegreesshould be removed or changed toFlyToGranularityDegrees_DEPRECATEDto still compile.
Additions 🎉
- Added the ability to set the CesiumGeoreference
Scalevia Blueprints. - Added
ACesiumCameraManager::RemoveCamera. It is available via both Blueprints and C++. This complements the existingACesiumCameraManager::AddCamera.
Fixes 🔧
- 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/DynamicPawnto 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.
v1.27.1 - 2023-06-19
Fixes 🔧
- 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 withinACesiumCreditSystemwhen flying to different sublevels.
v1.27.0 - 2023-06-1
Additions 🎉
- 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. ACesium3DTilesetnow 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.
Fixes 🔧
- 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
CesiumGlTFFunctionthat 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.
v1.26.0 - 2023-05-09
Additions 🎉
- Added a
Scaleproperty 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.
Fixes 🔧
- Fixed a bug in
ACesiumCartographicPolygonwhere the standard base classBeginPlayimplementation was not called.
v1.25.1 - 2023-05-02
Fixes 🔧
- Fixed warnings about
bUseChaosandbCompilePhysXbeing obsolete.
v1.25.0 - 2023-05-01
Starting with this release, Cesium for Unreal requires Unreal Engine v5.0 or later.
Fixes 🔧
- 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.
v1.24.0 - 2023-04-03
This will be the last release that supports Unreal Engine v4.27. Future versions will require Unreal Engine v5.0+.
Additions 🎉
- The
FlyToAltitudeProfileCurve,FlyToProgressCurve,FlyToMaximumAltitudeCurve,FlyToDuration, andFlyToGranularityDegreesproperties ofGlobeAwareDefaultPawn/DynamicPawnmay now be read and written from Blueprints. - Added an option on
Cesium3DTilesetto ignore theKHR_materials_unlitextension entirely and use normal lighting and shadows. - Added
CreateNavCollisionproperty toCesium3DTileset. When enabled,CreateNavCollisionis called on the static meshes created for tiles.
Fixes 🔧
- Fixed unexpected reflection on tilesets with
KHR_materials_unlitextension 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.
v1.23.0 - 2023-03-01
Additions 🎉
- Added support for rendering 3D Tiles point clouds (
pnts).
Fixes 🔧
- 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.
v1.22.0 - 2023-02-01
Additions 🎉
- Added support for the
KHR_materials_unlitglTF extension. This is rendered in Unreal Engine by disabling shadows and making all normals point up (along the ellipsoid surface normal).
Fixes 🔧
- 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.
v1.21.0 - 2023-01-02
Fixes 🔧
- 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
UMGand 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.
v1.20.1 - 2022-12-09
Additions 🎉
- Added the ability to specify the endpoint URL of the Cesium ion API on a
CesiumIonRasterOverlay.
Fixes 🔧
- 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.
v1.20.0 - 2022-12-02
Breaking Changes 📣
- 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.
Additions 🎉
- Added support for Unreal Engine v5.1.
Fixes 🔧
- 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.
v1.19.0 - 2022-11-01
Breaking Changes 📣
- Removed some poorly named and unreliable functions on the
CesiumGeoreference:ComputeEastNorthUp,TransformRotatorEastNorthUpToUnreal, andTransformRotatorUnrealToEastNorthUp. These functions have been replaced with reliable "EastSouthUp" counterparts.
Additions 🎉
- 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.
Fixes 🔧
- 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.
v1.18.0 - 2022-10-03
Additions 🎉
- Improved the dithered transition between levels-of-detail, making it faster and eliminating depth fighting.
- Added an option to
Cesium3DTilesetto change the tileset's mobility, rather than always using Static mobility. This allows users to make a tileset movable at runtime, if needed. ACesiumCreditSystemnow 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.
Fixes 🔧
- 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.
v1.17.0 - 2022-09-01
Additions 🎉
- The translucent parts of 3D Tiles are now correctly rendered as translucent. In addition, a new
TranslucentMaterialproperty onCesium3DTilesetallows a custom material to be used to render these translucent portions. - Added a
Rendering -> Use Lod Transitionsoption onCesium3DTilesetto 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_webpextension.
Fixes 🔧
- 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.
v1.16.2 - 2022-08-04
Fixes 🔧
- 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.
v1.16.1 - 2022-08-01
Fixes 🔧
- 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.
v1.16.0 - 2022-08-01
Breaking Changes 📣
- 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.
Additions 🎉
- 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
ACesium3DTilesetto control occlusion culling and turn it off if necessary. UCesiumGltfPrimitiveComponentnow has static mobility, allowing it to take advantage of several rendering optimizations only available for static objects.- Added an
OnTilesetLoadedeven that is invoked when the current tileset has finished loading. It is available from C++ and Blueprints. - Added a
GetLoadProgressmethod that returns the current load percentage of the tileset. It is available from C++ and Blueprints. - Added Blueprint-accessible callback
OnFlightCompletefor when Dynamic Pawn completes flight. - Added Blueprint-accessible callback
OnFlightInterruptfor when Dynamic Pawn's flying is interrupted.
Fixes 🔧
- 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.
v1.15.0 - 2022-07-01
Additions 🎉
- Display credits using Rich Text Block instead of the Web Browser Widget.
Fixes 🔧
- 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.
v1.14.0 - 2022-06-01
Breaking Changes 📣
- Renamed
ExcludeTilesInsidetoExcludeSelectedTileson theCesiumPolygonRasterOverlay. A core redirect was added to remap the property value in existing projects.
Additions 🎉
- Added the
InvertSelectionoption onCesiumPolygonRasterOverlayto rasterize outside the selection instead of inside. When used in conjunction with theExcludeSelectedTilesoption, 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.
v1.13.2 - 2022-05-13
Additions 🎉
- Added pre-built binaries for Unreal Engine 5 on macOS and iOS.
Fixes 🔧
- 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
UObjectpointers.
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.
v1.13.1 - 2022-05-05
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.
v1.13.0 - 2022-05-02
Breaking Changes 📣
- Deprecated parts of the old Blueprint API for feature ID attributes from
EXT_feature_metadata.
Additions 🎉
- 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_metadataextension. - Added the
UCesiumEncodedMetadataComponentto enable styling with the metadata from theEXT_feature_metadataextension. 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.
Fixes 🔧
- 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.
v1.12.1 - 2022-04-06
Fixes 🔧
- Fixed compiler errors with the official release of Unreal Engine 5.
v1.12.0 - 2022-04-01
Breaking Changes 📣
- Removed the
KeepWorldOriginNearCamera,OriginRebaseInsideSublevels, andMaximumWorldOriginDistanceFromCameraoptions fromCesiumGeoreference. These options are not usually necessary with Unreal Engine 5's double-precision coordinates. - Renamed the
WorldOriginCameraproperty onCesiumGeoreferencetoSubLevelCamera, as this property is now only used for switching sub-levels. Core Redirects should automatically make this change in Blueprints. - Removed
Inaccuratefrom 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.
Additions 🎉
- 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
Worldtexture 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
RasterOverlaygive 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
CesiumWebMapServiceRasterOverlayto pull raster overlays from a WMS server. - Added option to show
Cesium3DTilesetandCesiumRasterOverlaycredits on screen, rather than in a separate popup.
Fixes 🔧
- 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.
v1.11.0 - 2022-03-01
Breaking Changes 📣
- Exclusion Zones have been deprecated and will be removed in a future release. Please use the Cartographic Polygon Actor instead.
Additions 🎉
- 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_RTCglTF 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.
Fixes 🔧
- 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.
v1.10.1 - 2022-02-01
Fixes 🔧
- Fixed a crash at startup on Android devices introduced in v1.10.0.
v1.10.0 - 2022-02-01
Breaking Changes 📣
- The following Blueprints and C++ functions on
CesiumSunSkyhave been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.EnableMobileRenderingtoUseMobileRenderingAdjustAtmosphereRadiustoUpdateAtmosphereRadius
Additions 🎉
- 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
FCesiumCameraandACesiumCameraManagercan be used to register and update custom camera views into Cesium tilesets.
Fixes 🔧
- Fixed a crash when editing the georeference detail panel while a sublevel is active.
- Improved the organization of
CesiumSunSkyparameters in the Details Panel. - Improved the organization of
CesiumGlobeAnchorComponentparameters 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.
v1.9.0 - 2022-01-03
Fixes 🔧
- 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.
v1.8.1 - 2021-12-02
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.
v1.8.0 - 2021-12-01
Additions 🎉
Cesium3DTilesetnow has options for enabling custom depth and stencil buffer.- Added
CesiumDebugColorizeTilesRasterOverlayto visualize how a tileset is divided into tiles. - Added
Log Selection Statsdebug option to theCesium3DTilesetActor. - Exposed raster overlay properties to Blueprints, so that overlays can be created and manipulated with Blueprints.
Fixes 🔧
- 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.
v1.7.0 - 2021-11-01
Breaking Changes 📣
- Removed
CesiumGlobeAnchorParent, which was deprecated in v1.3.0. TheCesiumGlobeAnchorParentfunctionality can be recreated using an empty actor with aCesiumGlobeAnchorComponent. - Removed the
FixTransformOnOriginRebaseproperty 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
SnapToEastSouthUpfunction onCesiumGeoreferenceno longer resets the Scale back to 1.0. It only modifies the rotation. - The following
CesiumGeoreferenceComponentBlueprints and C++ functions no longer take aMaintainRelativeOrientationparameter. Instead, this behavior is controlled by theAdjustOrientationForGlobeWhenMovingproperty.MoveToLongitudeLatitudeHeightInaccurateMoveToLongitudeLatitudeHeightMoveToECEFInaccurateMoveToECEF
- Renamed
CesiumGeoreferenceComponenttoCesiumGlobeAnchorComponent. CesiumSunSkyhas been converted from Blueprints to C++. Backward compatibility should be preserved in most cases, but some less common scenarios may break.GlobeAwareDefaultPawn,DynamicPawn, andCesiumSunSkyno longer have aGeoreferenceproperty. Instead, they have aCesiumGlobeAnchorcomponent that has aGeoreferenceproperty.- The
Georeferenceproperty 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 theResolvedGeoreferenceproperty or call theResolveGeoreferencefunction. - Removed the option to locate the Georeference at the "Bounding Volume Origin". It was confusing and almost never useful.
- The
CheckForNewSubLevelsandJumpToCurrentLevelfunctions inCesiumGeoreferencehave 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
CurrentLevelIndexproperty fromCesiumGeoreference. The sub-level that is currently active in the Editor can be queried with theGetCurrentLevelfunction of theWorld. - Removed the
SunSkyproperty fromCesiumGeoreference. TheCesiumSunSkynow holds a reference to theCesiumGeoreference, rather than the other way around. - The following Blueprints and C++ functions on
CesiumGeoreferencehave been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.TransformLongitudeLatitudeHeightToUetoTransformLongitudeLatitudeHeightToUnrealInaccurateTransformLongitudeLatitudeHeightToUetoInaccurateTransformLongitudeLatitudeHeightToUnrealTransformUeToLongitudeLatitudeHeighttoTransformLongitudeLatitudeHeightToUnrealInaccurateTransformUeToLongitudeLatitudeHeighttoInaccurateTransformUnrealToLongitudeLatitudeHeightTransformEcefToUetoTransformEcefToUnrealInaccurateTransformEcefToUetoInaccurateTransformEcefToUnrealTransformUeToEceftoTransformUnrealToEcefInaccurateTransformUeToEceftoInaccurateTransformUnrealToEcefTransformRotatorUeToEnutoTransformRotatorUnrealToEastNorthUpInaccurateTransformRotatorUeToEnutoInaccurateTransformRotatorUnrealToEastNorthUpTransformRotatorEnuToUetoTransformRotatorEastNorthUpToUnrealInaccurateTransformRotatorEnuToUetoInaccurateTransformRotatorEastNorthUpToUnreal
- The following C++ functions on
CesiumGeoreferencehave been removed:GetGeoreferencedToEllipsoidCenteredTransformandGetEllipsoidCenteredToGeoreferencedTransformmoved toGeoTransforms, which is accessible via thegetGeoTransformsfunction onCesiumGeoreference.GetUnrealWorldToEllipsoidCenteredTransformhas been replaced withTransformUnrealToEcefexcept that the latter takes standard Unreal world coordinates rather than absolute world coordinates. If you have absolute world coordinates, subtract the World'sOriginLocationbefore calling the new function.GetEllipsoidCenteredToUnrealWorldTransformhas been replaced withTransformEcefToUnrealexcept that the latter returns standard Unreal world coordinates rather than absolute world coordinates. If you want absolute world coordinates, add the World'sOriginLocationto the return value.AddGeoreferencedObjectshould be replaced with a subscription to the newOnGeoreferenceUpdatedevent.
Additions 🎉
- Improved the workflow for managing georeferenced sub-levels.
CesiumSunSkynow 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.GlobeAwareDefaultPawnand derived classes likeDynamicPawnnow have aCesiumGlobeAnchorComponentattached 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.CesiumSunSkynow has anEnableMobileRenderingflag that, when enabled, switches to a mobile-compatible atmosphere rendering technique.CesiumCartographicPolygon'sGlobeAnchorandPolygonare now exposed in the Editor and to Blueprints.- Added
InaccurateGetLongitudeLatitudeHeightandInaccurateGetECEFfunctions toCesiumGlobeAnchorComponent, allowing access to the current position of a globe-anchored Actor from Blueprints. - Added support for collision object types on 'ACesium3DTileset' actors.
Fixes 🔧
- Cesium objects in a sub-level will now successfully find and use the
CesiumGeoreferenceandCesiumCreditSystemobject 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
CesiumGlobeAnchorproperties. - We now explicitly free the
PlatformDataand renderer resources associated withUTexture2Dinstances 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.
v1.6.3 - 2021-10-01
Fixes 🔧
- 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.
v1.6.2 - 2021-09-14
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.
v1.6.1 - 2021-09-14
Additions 🎉
- Added the
MaximumCachedBytesproperty toACesium3DTileset.
Fixes 🔧
- Fixed incorrect behavior when two sublevels overlap each other. Now the closest sublevel is chosen in that case.
- Fixed crash when
GlobeAwareDefaultPawn::FlyToLocationwas 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
DynamicPawnthat 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.
v1.6.0 - 2021-09-01
Breaking Changes 📣
- Removed
ACesium3DTileset::OpacityMaskMaterial. The regularMaterialproperty is used instead. - Renamed
UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesForFeatureIDtoUCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesForFeatureID. This is a breaking change for C++ code but Blueprints should be unaffected because of a CoreRedirect. - Renamed
UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesAsStringsForFeatureIDtoUCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesAsStringForFeatureID. This is a breaking change for C++ code but it was not previously exposed to Blueprints.
Additions 🎉
- 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
ASceneCapture2DwithACesium3DTilesetactors. - Added an editor option in
ACesium3DTilesetto optionally generate smooth normals for glTFs that originally did not have normals. - Added an editor option in
ACesium3DTilesetto 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::GetFirstVertexIDFromFaceIDcallable 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.
Fixes 🔧
- 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.
v1.5.2 - 2021-08-30
Additions 🎉
- Added support for Unreal Engine v4.27.
v1.5.1 - 2021-08-09
Breaking 📣
- Changed Cesium Native Cesium3DTiles's namespace to Cesium3DTilesSelection's namespace
Fixes 🔧
- 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.
v1.5.0 - 2021-08-02
Additions 🎉
- Added support for reading per-feature metadata from glTFs with the
EXT_feature_metadataextension or from 3D Tiles with a B3DM batch table and accessing it from Blueprints. - Added support for using multiple view frustums in
ACesium3DTilesetto inform the tile selection algorithm.
Fixes 🔧
- 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.
v1.4.1 - 2021-07-13
Fixes 🔧
- 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.
v1.4.0 - 2021-07-01
Breaking 📣
- 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
AlwaysIncludeTangentsproperty onCesium3DTilesetto force them to be generated like they were in previous versions.
Additions 🎉
- The main Cesium panel now has buttons to easily add a
CesiumSunSkyor aDynamicPawn.
Fixes 🔧
- 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 Iconsis 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.
v1.3.1 - 2021-06-02
- 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.
v1.3.0 - 2021-06-01
Breaking 📣
- 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
CesiumGlobeAnchorParentandFloatingPawn. TheCesiumGlobeAnchorParentfunctionality can be recreated using an empty actor with aCesiumGeoreferenceComponent. TheFloatingPawnis now replaced by theDynamicPawn. In a future release, theDynamicPawnwill be renamed toCesiumFloatingPawn.
Additions 🎉
- 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
CesiumGeoreferenceandCesiumGeoreferenceComponentblueprint 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
UPROPERTYuser inputs to be in valid ranges. - Added
M_CesiumOverlayWaterandM_CesiumOverlayComplexWatermaterials for use with water tiles. - Exposed all tileset materials to allow for changes in editor.
- Added
TeleportWhenUpdatingTransformboolean 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.
Fixes 🔧
- 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, andscaleproperties 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
Materialssubfolder. - Set CesiumSunSky's directional light intensity to a more physically accurate value.
- Moved Latitude before Longitude on the
CesiumGeoreferenceandCesiumGeoreferenceComponentDetails 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.
v1.2.1 - 2021-05-13
Fixes 🔧
- Fixed a regression in Cesium for Unreal v1.2.0 where
GlobeAwareDefaultPawnlost its georeference during playmode. - Fixed a regression in Cesium for Unreal v1.2.0 where the matrices in
CesiumGeoreferencewere 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.
v1.2.0 - 2021-05-03
Additions 🎉
- Added a dynamic camera that adapts to height above terrain.
- Added Linux support.
- Added support for Tile Map Service (TMS) raster overlays.
Fixes 🔧
- Fixed issue where displayed longitude-latitude-height in
CesiumGeoreferenceComponentwasn't updating in certain cases. FEditorDelegates::OnFocusViewportOnActorsis 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.
v1.1.1 - 2021-04-23
Fixes 🔧
- 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::TransformEcefToUeto be much less precise than expected. - Moved the
BodyInstanceproperty onCesium3DTilesetto theCollisioncategory so that it can be modified in the Editor.
v1.1.0 - 2021-04-19
Additions 🎉
- Added macOS support.
- Added support for the legacy
gltfUpAxisproperty in a tilesetassetdictionary. 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
DisplaytoVerbose. 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
BodyInstanceproperty toCesium3DTilesetso 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.
Fixes 🔧
- Gave glTFs created from quantized-mesh terrain tiles a more sensible material with a
metallicFactorof 0.0 and aroughnessFactorof 1.0. Previously the default glTF material was used, which has ametallicFactorof 1.0, leading to an undesirable appearance. - Reported zero-length images as non-errors, because
BingMapsRasterOverlaypurposely 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
Materialproperty ofACesium3DTilesis now aUMaterialInterfaceinstead of aUMaterial, allowing more flexibility in the types of materials that can be used. - Fixed a possible crash when a
Cesium3DTilesetdoes not have aCesiumGeoreferenceor 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.
v1.0.0 - 2021-03-30 - Initial Release
Features 🎉
- 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-meshterrain 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.