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Change Log

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Fixes 🔧

  • Fixed issue with UCesiumGlobeAnchorComponent::GetEllipsoid that caused compilation errors on some machines.

v2.7.0 - 2024-07-01

Additions 🎉
  • Cesium for Unreal now supports using non-WGS84 ellipsoids.
    • An CesiumEllipsoid asset may be specified in the Ellipsoid field of a CesiumGeoreference.
    • To create a CesiumEllipsoid asset, right-click in the Content Drawer and select "Data Asset" under "Miscellaneous." Choose "Cesium Ellipsoid" from the menu that appears.
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 CesiumSunSky when no viewport is activated in the Editor.
  • Fixed build issues in Unreal 5.4.2 relating to UStaticMesh and glm::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 -> BaseUrl
    • West -> RectangleWest
    • South -> RectangleSouth
    • East -> RectangleEast
    • North -> RectangleNorth
  • UseWebMercatorProjection has been deprecated on CesiumWebMapTileServiceRasterOverlay. Instead, use the Projection enum property to specify between Geographic or WebMercator projection.
Additions 🎉
  • Added support for Instanced 3D Meshes (I3DM) and the glTF EXT_mesh_gpu_instancing extension.
  • 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 TileWidth and TileHeight properties to CesiumWebMapTileServiceRasterOverlay.
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, and CesiumWebMapTileServiceRasterOverlay would 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_transform glTF extension - including rotation - for CesiumFeatureIdTexture and CesiumPropertyTextureProperty.
  • CesiumFeaturesMetadataComponent now generates nodes for KHR_texture_transform if the extension is present in a feature ID texture or property texture property.
Fixes 🔧
  • Metadata-related textures are now created in TEXTUREGROUP_8BitData instead of TEXTUREGROUP_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_transform glTF extension - including rotation - in baseColorTexture, metallicRoughnessTexture, emissiveTexture, normalTexture, and occlusionTexture. 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_DitherFade that made glTF materials with an alphaMode of MASK incorrectly appear as fully opaque.
  • Fixed a bug in CesiumFlyToComponent that 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 CesiumGltfComponent that would cause a crash if the Ignore KHR_materials_unlit setting was enabled on a point cloud.
  • Fixed a bug in CesiumActors that 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 IonAssetEndpointUrl on Cesium3DTileset and CesiumIonRasterOverlay. Use the new CesiumIonServer property instead.
Additions 🎉
  • Added support for multiple Cesium ion servers by creating CesiumIonServer data assets.

In addition to the above, this release updates cesium-native from v0.30.0 to v0.31.0. See the changelog for a complete list of changes in cesium-native.

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=0.001 to Engine.ini. This results in a major performance improvement for all tilesets, particularly Google Photorealistic 3D Tiles.
  • Added HttpMaxConnectionsPerServer=40 to Engine.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::GetIntegerColorFromTextureCoordinates and UCesiumFeatureTexturePropertyBlueprintLibrary::GetFloatColorFromTextureCoordinates. Check out the upgrade guide for how retrieve metadata from property textures with the new API.
  • Renamed GetTextureCoordinateIndex to GetUnrealUVChannel in both UCesiumFeatureIdTextureBlueprintLibrary and UCesiumPropertyTexturePropertyBlueprintLibrary. 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, use GetGltfTextureCoordinateSetIndex instead.
  • Removed the old "exclusion zones" feature, which has been deprecated since v1.11.0. Use CesiumCartographicPolygon or CesiumTileExcluder instead.
Additions 🎉
  • Added new functions to UCesiumPropertyTexturePropertyBlueprintLibrary to retrieve detailed property information and get the values of the property as a certain type. Check out the upgrade guide for how retrieve metadata from property textures with the new API.
  • Added UCesiumMetadataPickingBlueprintLibrary::FindUVFromHit, which computes the UV coordinates from a line trace hit without requiring "Support UV Hit Info" to be enabled. This can used to retrieve more accurate feature IDs or metadata values by sampling at an intermediary point on the face.
  • Added GetPropertyTableValuesFromHit and GetPropertyTextureValuesFromHit to UCesiumMetadataPickingBlueprintLibrary to retrieve the respective metadata from a line trace hit. For both functions, the target to sample is specified by index.
  • Added UCesiumFeatureIdSetBlueprintLibrary::GetFeatureIDFromHit to retrieve the feature ID from a line trace hit on a primitive containing the feature ID set. This returns more accurate values for feature ID textures than GetFeatureIDForVertex.
  • Added UCesiumPrimitiveFeaturesBlueprintLibrary::GetFeatureIDFromHit to retrieve the feature ID from a line trace hit on a primitive, where the desired feature ID set is specified by index. For feature ID textures, this returns more accurate values than GetFeatureIDFromFace.
  • Added UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV, which samples a feature ID texture with FVector2D UV coordinates.
  • Added GetGltfTextureCoordinateSetIndex to UCesiumFeatureIdTextureBlueprintLibrary and UCesiumPropertyTexturePropertyBlueprintLibrary to avoid ambiguity with GetUnrealUVChannel.
  • Added UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings to convert a map of FCesiumMetadataValues to their string representations.
  • Added support for file:/// URLs across all platforms and Unreal Engine versions.
  • Added "Create Sub Level Here" button on CesiumGeoreference.
  • Added "Please Georeference Origin Here" button to CesiumSubLevelComponent.
  • Added "Google Photorealistic 3D Tiles" to the Quick Add panel.
Fixes 🔧
  • Fixed a bug that could cause tiles in a Cesium3DTileset to have an incorrect transformation.
  • Fixed a crash that occurred when a LevelSequenceActor in the level did not have a LevelSequencePlayer assigned.
  • Fixed a bug that would spam Georeference-related messages to the log when editing a globe anchor component that is not embedded in a world. For example, when editing a Blueprint asset with a globe anchor.
  • Fixed several problems that could cause tilesets in sub-levels to be misaligned with the rest of the globe.
Deprecated ⌛
  • UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForTextureCoordinates has been deprecated. Use UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV instead.
  • UCesiumPropertyTexturePropertyBlueprintLibrary::GetSwizzle and UCesiumPropertyTexturePropertyBlueprintLibrary::GetComponentCount have been deprecated, since they are no longer necessary to handle property texture property values in the plugin. Use UCesiumPropertyTexturePropertyBlueprintLibrary::GetChannels instead.
  • UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFace has been deprecated. Use UCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit instead.
  • UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFaceAsStrings has been deprecated. Use UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings to convert the output of UCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit instead.
  • UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeatureAsStrings has been deprecated. Use UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings to convert the output of UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeature instead.

In addition to the above, this release updates cesium-native from v0.28.1 to v0.29.0. See the changelog for a complete list of changes in cesium-native.

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_features and EXT_structural_metadata extensions respectively. Models with EXT_feature_metadata will still be parsed, but their metadata will no longer be accessible. See the upgrade guide for the full changelog and for tips on upgrading to the new API.
  • Removed CesiumMetadataFeatureTable, UCesiumMetadataFeatureTableBlueprintLibrary, UCesiumMetadataPrimitiveBlueprintLibrary::GetFeatureTables, and UCesiumMetadataUtilityBlueprintLibrary::GetFeatureIDForFace. These have been deprecated since Unreal Engine 4.26.
  • The old sub-level system, based on Unreal's old (and now deprecated) World Composition system, has been removed. Instead, create Level Instance Actors and attach the "Cesium Sub Level Component" to them to achieve similar functionality. Old levels will automatically be converted to the new system when they are loaded in the Editor.
  • CesiumSunSky now uses a default TransmittanceMinLightElevationAngle value on its SkyAtmosphere component of 90.0 degrees instead of -90.0 degrees. This will generally improve lighting when far from the CesiumGeoreference origin, but it is a breaking change because it may change the lighting conditions in existing levels, particularly at sunrise and sunset.
  • The Mobility property on ACesium3DTileset is now obsolete. Instead, use the normal mechanism of setting the root component's mobility.
  • Removed many methods from the C++ interface of ACesiumGeoreference and UCesiumGlobeAnchorComponent that used glm vector types. Use the versions that work with Unreal types instead.
  • The ComputeEastSouthUpToUnreal function on ACesiumGeoreference has been renamed to ComputeEastSouthUpToUnrealTransformation and now returns a matrix that includes the translation component of the transformation. Previously it only included the rotation component.
  • Numerous properties on CesiumGlobeAnchorComponent must now be accessed with get/set functions from C++, instead of direct field access.
  • Renamed the following on CesiumGlobeAnchorComponent:
    • GetECEF renamed to GetEarthCenteredEarthFixedPosition
    • MoveToECEF renamed to MoveToEarthCenteredEarthFixedPosition
  • Deprecated the InvalidateResolvedGeoreference function on CesiumGlobeAnchorComponent.
  • The SubLevelCamera property on CesiumGeoreference has been deprecated, and the georeference no longer automatically handles sub-level transitions. Instead, you must add a CesiumOriginShiftComponent to the Actor to trigger sub-level loading. When loading old levels that contain sub-levels, the plugin will automatically attempt to add this component.
  • Removed the old FloatingPawn that has been deprecated since v1.3.0.
  • Deprecated the flight functionality in GlobeAwareDefaultPawn. This functionality is now found in CesiumFlyToComponent and can be used with any Pawn or Actor. Existing Blueprints should continue to work, but C++ code will likely require changes.
  • Renamed the various Curve assets used with flights to have more descriptive names and moved them to the Curves/FlyTo folder. Redirectors should upgrade references to the old names.
    • Curve_AltitudeProfile_Float was renamed to Curve_CesiumFlyToDefaultHeightPercentage_Float
    • Curve_MaxAltitude_Float was renamed to Curve_CesiumFlyToDefaultMaximumHeightByDistance_Float
    • Curve_Progress_Float was renamed to Curve_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 CesiumCameraManager instance to use with a Cesium3DTileset can now be specified with a property on the tileset. In addition to offering more flexibility, this avoids the work of finding the camera manager in the level every frame.
  • Cesium Actors created with the Quick Add or Cesium ion panels are now created inside the active sub-level, if there is one.
  • Cesium objects in sub-levels can now explicitly reference ACesiumGeoreference, ACesiumCreditSystem, and ACesiumCameraManager instances in the Persistent Level.
  • Added support for excluding Cesium Tiles from a tileset using the new CesiumTileExcluder actor component. This component can be used to implement custom logic for determining whether a tile should be excluded, either in C++ or Blueprints.
  • ACesiumGeoreference can now act as a parent Actor. By adjusting the georeference's transformation, the entire globe can be located, rotated, and scaled within the Unreal Engine world.
  • Added AtmosphereHeight, AerialPerspectiveViewDistanceScale, RayleighExponentialDistribution, and MieExponentialDistribution properties to ACesiumSunSky. These have the same function as the properties of the same name on Unreal's built-in SkyAtmosphere component, except that they automatically respond to the scale of the globe.
  • Added UCesiumWgs84Ellipsoid Blueprint function library class.
  • Longitude / Latitude / Height properties on CesiumGeoreference and CesiumGlobeAnchorComponent are now settable using degrees-minutes-seconds in addition to decimal degrees.
  • Added the ability to interactively set the orientation of a CesiumGlobeAnchorComponent relative to an East-South-Up coordinate system.
  • Added ComputeEastSouthUpAtEarthCenteredEarthFixedPositionToUnrealTransformation function to CesiumGeoreference.
  • 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 the CesiumGeoreference origin or by setting Unreal's OriginLocation property.
  • Sub-level transitions can now be triggered manually from Blueprints using functions on the CesiumSubLevelSwitcherComponent attached to the CesiumGeoreference. Be sure to disable any CesiumOriginShiftComponent instances in your level if you want manual control of sub-level switching.
  • Added CesiumFlyToComponent to allow animated flights of any Actor or Pawn.
  • Globe aware objects now find their associated CesiumGeoreference by using ACesiumGeoreference::GetDefaultDefaultGeoreferenceForActor, which checks first for an attachment parent that is a CesiumGeoreference. This way a Cesium3DTileset or similar object will by associated with the CesiumGeoreference it is nested inside by default.
  • The Quick Add panel now creates Actors nested inside a CesiumGeoreference.
  • The ResolvedGeoreference is now shown in the Editor Details UI for georeferenced objects, next to the Georeference property.
Fixes 🔧
  • Fixed a bug in ACesiumSunSky that could cause an error when it was created inside a sub-level.
  • ACesiumGeoreference, ACesiumCameraManager, and ACesiumCreditSystem are now created in the Persistent Level, even if the object that triggered their automatic creation (such as ACesium3DTileset) exists in a sub-level. It is very rarely useful to have instances of these objects within a sub-level.
  • An instance of ACesiumCreditSystem in a sub-level will no longer cause overlapping and broken-looking credits. However, we still recommend deleting credit system instances from sub-levels.
  • ACesiumCartographicPolygon now operates on the parts of the tileset that are shown in the Editor viewport, even if it is used with a Cesium3DTileset with a non-identity transformation.
  • Fixed bug where older scenes that used Cesium UI created actors could have their RF_Public flag set. This could cause problems when converting an existing level to World Partition, or perhaps cause other subtle issues that we haven't realized yet.

In addition to the above, this release updates cesium-native from v0.27.3 to v0.28.1. See the changelog for a complete list of changes in cesium-native.

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 Cesium3DTileset textures on iOS, so we recommend that you continue to use Unreal Engine 5.2 for the time being if you are deploying to iOS.

In addition to the above, this release updates cesium-native from v0.27.1 to v0.27.2. See the changelog for a complete list of changes in cesium-native.

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 UnrealLightmass to crash when attempting to build lighting containing static meshes created by a Cesium3DTileset.

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 GetGeoreferencedToEllipsoidCenteredTransform and GetEllipsoidCenteredToGeoreferencedTransform methods from GeoTransforms. Because these were transformations between two right-handed coordinate systems, they are not of much use with Unreal's left-handed coordinate system.
  • Deprecated the FlyToGranularityDegrees property for AGlobeAwareDefaultPawn. Flight interpolation is now computed per-frame, so this property is no longer needed. Any code that refers to FlyToGranularityDegrees should be removed or changed to FlyToGranularityDegrees_DEPRECATED to still compile.
Additions 🎉
  • Added the ability to set the CesiumGeoreference Scale via Blueprints.
  • Added ACesiumCameraManager::RemoveCamera. It is available via both Blueprints and C++. This complements the existing ACesiumCameraManager::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 / DynamicPawn to suddenly move to a very high height for one render frame just as it arrives at its destination during a flight.

In addition to the above, this release updates cesium-native from v0.25.0 to v0.25.1. See the changelog for a complete list of changes in cesium-native.

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 within ACesiumCreditSystem when 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.
  • ACesium3DTileset now emits a warning if the "Enable World Bounds Checks" option is enabled. That option can make the camera fly toward the origin unexpectedly.
  • Added new settings to the Cesium section of the Project Settings, allowing users to control how many requests to handle before pruning and also how many elements to keep in the cache after pruning.
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 CesiumGlTFFunction that caused the glTF and 3D Tiles "Ambient Occlusion" value to be 0.0 (instead of the expected 1.0) when the model does not specify an explicit occlusion texture. This could cause some extremely dark shadows.
  • Fixed a bug that could cause a crash when using Cesium Actors with World Partitioning.

In addition to the above, this release updates cesium-native from v0.24.0 to v0.25.0. See the changelog for a complete list of changes in cesium-native.

v1.26.0 - 2023-05-09

Additions 🎉
  • Added a Scale property to CesiumGeoreference. 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 ACesiumCartographicPolygon where the standard base class BeginPlay implementation was not called.

v1.25.1 - 2023-05-02

Fixes 🔧
  • Fixed warnings about bUseChaos and bCompilePhysX being 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, and FlyToGranularityDegrees properties of GlobeAwareDefaultPawn / DynamicPawn may now be read and written from Blueprints.
  • Added an option on Cesium3DTileset to ignore the KHR_materials_unlit extension entirely and use normal lighting and shadows.
  • Added CreateNavCollision property to Cesium3DTileset. When enabled, CreateNavCollision is called on the static meshes created for tiles.
Fixes 🔧
  • Fixed unexpected reflection on tilesets with KHR_materials_unlit extension when the sun is close to the horizon.

In addition to the above, this release updates cesium-native from v0.22.0 to v0.23.0. See the changelog for a complete list of changes in cesium-native.

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_unlit glTF 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 UMG and other modules as dependencies.
  • Fixed a bug that caused newly-created sub-levels to have their longitude and latitude parameters flipped relative to the current location of the CesiumGeoreference.

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, and TransformRotatorUnrealToEastNorthUp. 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 Cesium3DTileset to change the tileset's mobility, rather than always using Static mobility. This allows users to make a tileset movable at runtime, if needed.
  • ACesiumCreditSystem now has a Blueprint-accessible property for the CreditsWidget. 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 TranslucentMaterial property on Cesium3DTileset allows a custom material to be used to render these translucent portions.
  • Added a Rendering -> Use Lod Transitions option on Cesium3DTileset to smoothly dither between levels-of-detail rather than switching abruptly.
  • Added support for loading WebP images inside glTFs and raster overlays. WebP textures can be provided directly in a glTF texture or in the EXT_texture_webp extension.
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 ACesium3DTileset to control occlusion culling and turn it off if necessary.
  • UCesiumGltfPrimitiveComponent now has static mobility, allowing it to take advantage of several rendering optimizations only available for static objects.
  • Added an OnTilesetLoaded even that is invoked when the current tileset has finished loading. It is available from C++ and Blueprints.
  • Added a GetLoadProgress method that returns the current load percentage of the tileset. It is available from C++ and Blueprints.
  • Added Blueprint-accessible callback OnFlightComplete for when Dynamic Pawn completes flight.
  • Added Blueprint-accessible callback OnFlightInterrupt for when Dynamic Pawn's flying is interrupted.
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 ExcludeTilesInside to ExcludeSelectedTiles on the CesiumPolygonRasterOverlay. A core redirect was added to remap the property value in existing projects.
Additions 🎉
  • Added the InvertSelection option on CesiumPolygonRasterOverlay to rasterize outside the selection instead of inside. When used in conjunction with the ExcludeSelectedTiles option, tiles completely outside the polygon selection will be culled, instead of the tiles inside.

In addition to the above, this release updates cesium-native from v0.15.1 to v0.16.0, fixing an important bug. See the changelog for a complete list of changes in cesium-native.

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 UObject pointers.

In addition to the above, this release updates cesium-native from v0.15.1 to v0.15.2, fixing an important bug and updating some third-party libraries. See the changelog for a complete list of changes in cesium-native.

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_metadata extension.
  • Added the UCesiumEncodedMetadataComponent to enable styling with the metadata from the EXT_feature_metadata extension. This component provides a convenient way to query for existing metadata, dictate which metadata properties to encode for styling, and generate a starter material layer to access the wanted properties.
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, and MaximumWorldOriginDistanceFromCamera options from CesiumGeoreference. These options are not usually necessary with Unreal Engine 5's double-precision coordinates.
  • Renamed the WorldOriginCamera property on CesiumGeoreference to SubLevelCamera, as this property is now only used for switching sub-levels. Core Redirects should automatically make this change in Blueprints.
  • Removed Inaccurate from the name of a large number of Blueprint functions, now that Unreal Engine 5 supports double-precision in Blueprints. Core Redirects should automatically make this change in Blueprints.
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 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 and CesiumRasterOverlay credits 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_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.
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 CesiumSunSky have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.
    • EnableMobileRendering to UseMobileRendering
    • AdjustAtmosphereRadius to UpdateAtmosphereRadius
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 FCesiumCamera and ACesiumCameraManager can 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 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.

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 🎉
  • 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 the Cesium3DTileset Actor.
  • 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, notably DynamicPawn) 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. The CesiumGlobeAnchorParent functionality can be recreated using an empty actor with a CesiumGlobeAnchorComponent.
  • Removed the FixTransformOnOriginRebase property from CesiumGeoreferenceComponent, 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 on CesiumGeoreference no longer resets the Scale back to 1.0. It only modifies the rotation.
  • The following CesiumGeoreferenceComponent Blueprints and C++ functions no longer take a MaintainRelativeOrientation parameter. Instead, this behavior is controlled by the AdjustOrientationForGlobeWhenMoving property.
    • MoveToLongitudeLatitudeHeight
    • InaccurateMoveToLongitudeLatitudeHeight
    • MoveToECEF
    • InaccurateMoveToECEF
  • Renamed CesiumGeoreferenceComponent to CesiumGlobeAnchorComponent.
  • 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, and CesiumSunSky no longer have a Georeference property. Instead, they have a CesiumGlobeAnchor component that has a Georeference 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 the ResolvedGeoreference property or call the ResolveGeoreference function.
  • Removed the option to locate the Georeference at the "Bounding Volume Origin". It was confusing and almost never useful.
  • The CheckForNewSubLevels and JumpToCurrentLevel functions in CesiumGeoreference 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 from CesiumGeoreference. The sub-level that is currently active in the Editor can be queried with the GetCurrentLevel function of the World.
  • Removed the SunSky property from CesiumGeoreference. The CesiumSunSky now holds a reference to the CesiumGeoreference, 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 to TransformLongitudeLatitudeHeightToUnreal
    • InaccurateTransformLongitudeLatitudeHeightToUe to InaccurateTransformLongitudeLatitudeHeightToUnreal
    • TransformUeToLongitudeLatitudeHeight to TransformLongitudeLatitudeHeightToUnreal
    • InaccurateTransformUeToLongitudeLatitudeHeight to InaccurateTransformUnrealToLongitudeLatitudeHeight
    • TransformEcefToUe to TransformEcefToUnreal
    • InaccurateTransformEcefToUe to InaccurateTransformEcefToUnreal
    • TransformUeToEcef to TransformUnrealToEcef
    • InaccurateTransformUeToEcef to InaccurateTransformUnrealToEcef
    • TransformRotatorUeToEnu to TransformRotatorUnrealToEastNorthUp
    • InaccurateTransformRotatorUeToEnu to InaccurateTransformRotatorUnrealToEastNorthUp
    • TransformRotatorEnuToUe to TransformRotatorEastNorthUpToUnreal
    • InaccurateTransformRotatorEnuToUe to InaccurateTransformRotatorEastNorthUpToUnreal
  • The following C++ functions on CesiumGeoreference have been removed:
    • GetGeoreferencedToEllipsoidCenteredTransform and GetEllipsoidCenteredToGeoreferencedTransform moved to GeoTransforms, which is accessible via the getGeoTransforms function on CesiumGeoreference.
    • GetUnrealWorldToEllipsoidCenteredTransform has been replaced with TransformUnrealToEcef except that the latter takes standard Unreal world coordinates rather than absolute world coordinates. If you have absolute world coordinates, subtract the World's OriginLocation before calling the new function.
    • GetEllipsoidCenteredToUnrealWorldTransform has been replaced with TransformEcefToUnreal except that the latter returns standard Unreal world coordinates rather than absolute world coordinates. If you want absolute world coordinates, add the World's OriginLocation to the return value.
    • AddGeoreferencedObject should be replaced with a subscription to the new OnGeoreferenceUpdated event.
Additions 🎉
  • 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 like DynamicPawn now have a CesiumGlobeAnchorComponent 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 an EnableMobileRendering flag that, when enabled, switches to a mobile-compatible atmosphere rendering technique.
  • CesiumCartographicPolygon's GlobeAnchor and Polygon are now exposed in the Editor and to Blueprints.
  • Added InaccurateGetLongitudeLatitudeHeight and InaccurateGetECEF functions to CesiumGlobeAnchorComponent, 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 CesiumGeoreference and CesiumCreditSystem 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 with UTexture2D 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.

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 MaximumCachedBytes property to ACesium3DTileset.
Fixes 🔧
  • 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.

v1.6.0 - 2021-09-01

Breaking Changes 📣
  • Removed ACesium3DTileset::OpacityMaskMaterial. The regular Material property is used instead.
  • Renamed UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesForFeatureID to UCesiumMetadataFeatureTableBlueprintLibrary::GetMetadataValuesForFeatureID. This is a breaking change for C++ code but Blueprints should be unaffected because of a CoreRedirect.
  • Renamed UCesiumMetadataFeatureTableBlueprintLibrary::GetPropertiesAsStringsForFeatureID to UCesiumMetadataFeatureTableBlueprintLibrary::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 ASceneCapture2D with ACesium3DTileset 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, and UCesiumMetadataPrimitiveBlueprintLibrary::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.
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_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.
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 AlwaysIncludeTangents property on Cesium3DTileset to force them to be generated like they were in previous versions.
Additions 🎉
  • The main Cesium panel now has buttons to easily add a CesiumSunSky or a DynamicPawn.
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 Icons is enabled.
  • Added support for other types of glTF index accessors: BYTE, UNSIGNED_BYTE, SHORT, and UNSIGNED_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 CesiumGlobeAnchorParent and FloatingPawn. The CesiumGlobeAnchorParent functionality can be recreated using an empty actor with a CesiumGeoreferenceComponent. The FloatingPawn is now replaced by the DynamicPawn. In a future release, the DynamicPawn will be renamed to CesiumFloatingPawn.
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 CesiumGeoreference and CesiumGeoreferenceComponent 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 and M_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.
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, and scale properties to be ignored even if the node had no matrix.
  • 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 and CesiumGeoreferenceComponent 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.

v1.2.1 - 2021-05-13

Fixes 🔧
  • 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.

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 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.

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::TransformEcefToUe to be much less precise than expected.
  • Moved the BodyInstance property on Cesium3DTileset to the Collision category so that it can be modified in the Editor.

v1.1.0 - 2021-04-19

Additions 🎉
  • Added macOS support.
  • Added support for the legacy gltfUpAxis property in a tileset asset 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 to Verbose. 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 to Cesium3DTileset 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.
Fixes 🔧
  • Gave glTFs created from quantized-mesh terrain tiles a more sensible material with a metallicFactor of 0.0 and a roughnessFactor of 1.0. Previously the default glTF material was used, which has a metallicFactor 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 of ACesium3DTiles is now a UMaterialInterface instead of a UMaterial, allowing more flexibility in the types of materials that can be used.
  • Fixed a possible crash when a Cesium3DTileset does not have a CesiumGeoreference 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.

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-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.