I have a set of 3D tiles that are visible in CesiumJS in Cesium Ion. They are positioned correctly and look exactly as I would expect.
When attempting to add to Unreal they render as invisible. If I turn on wire frames and or bounding boxes nothing is displayed like it is for other 3D tile sets I have. In the picture below you can see one tile set outlined in the right corner in orange with lit wire frames. The other tile set should be about in the middle of the screen.
If I turn on “Draw Tile Info” and put the viewer into run mode I get some red text labels above where the missing tile set should be.
Looking at the log, it doesn’t throw any errors when loading the tiles from Cesium Ion:
LogCesium: Loading tileset for asset ID 1
LogCesium: Loading tileset for asset ID 1 done
LogCesium: Loading tileset for asset ID 3330335
LogCesium: Loading tileset for asset ID 3330335 done
Also the tile set passes the validator with 15 warnings, this error 15 times:
{
"type": "CONTENT_VALIDATION_WARNING",
"path": "Data/Style1_0.glb",
"message": "Data/Style1_0.glb caused validation warnings",
"severity": "WARNING",
"causes": [
{
"type": "CONTENT_VALIDATION_WARNING",
"path": "Data/Style1_0.glb",
"message": "Content Data/Style1_0.glb caused validation warnings",
"severity": "WARNING",
"causes": [
{
"type": "CONTENT_VALIDATION_WARNING",
"path": "/materials/0/alphaCutoff",
"message": "Alpha cutoff is supported only for 'MASK' alpha mode.",
"severity": "WARNING"
}
]
}
]
},
Here is an example of it rendering in CesiumJS:
The tile set is comprised of 15 glb objects. Here is the glTF validation report for one from https://gltf-viewer.donmccurdy.com (which also renders the object without issue):
Validation report
Format: glTF 2.0
Generator: PlacemarkConverter
Stats:
1 draw calls
0 animations
1 materials
3186 vertices
1062 triangles
Extensions:
None
Report generated byKhronosGroup/glTF-Validator 2.0.0-dev.3.9.
Warning Message Pointer
MATERIAL_ALPHA_CUTOFF_INVALID_MODE Alpha cutoff is supported only for 'MASK' alpha mode. /materials/0/alphaCutoff
I’m not sure what other information is needed to troubleshoot or what the problem could be. I’ve tried it with and without KHR_mesh_quantization and CESIUM_RTC.
Does anyone have any idea what might be causing the discrepancy between Cesium JS and Unreal and what other directions I could look to troubleshoot?