this is hopefully a quick question to answer. I just wanted to be sure and confirm whether tilesets loaded in Cesium for Unreal are placed in the world using double-precision coordinates.
I’ve found the following thread and just wanted to clarify again whether until I “open the box” (e.g. by calling “Get Longitude Latitude Height” and performing calculations with those coordinates in blueprints), the coordinates handled internally by Cesium’s C++ code are assuredly double-precision.
And if I place a mesh in the world at some Unreal location and add a GlobeAnchor to it, are the coordinates that I can get from this GlobeAnchor double-precision?
Yep! Cesium for Unreal does computations using double precision coordinates. If you ever get a FVector in Blueprints, this will be a double-precision vector with 3 components. I believe FVector3f is the single-precision counterpart.
If something seems off, though, definitely let us know! I think the thread that you linked has to do with the Blueprint editor having an arbitrary cutoff for double values that are shown / entered in the UI. Which is inconvenient, and unfortunately not something that we can change as a plugin
I asked that question when I was away from my PC and I now realized that I simply could’ve waited and confirmed it for myself because the tool tips in the editor specifically mention that double-precision floats are being used. My bad, but good to have it double-checked