Hello,
Just wondering if there is a scheduled Cesium update for UE5.5 which was officially released today?
Thank you.
Hi @Rickideee, welcome to the community!
We released a preview build for UE 5.5 today. See here:
Brilliant!. Thanks Kevin. Love your work!
Hi Kevin ! When I put the Google Photorealistic 3D Tiles, Unreal crashes directly. What should I do?
I find that this happens to me as well - UE 5.5 official release version.
Are you both on Windows? (it looks like it from the screenshot)
Do you have that problem in the Cesium for Unreal Samples project as well? Or only in your own?
Google Photorealistic 3D Tiles seems to be working fine in UE 5.5 on Windows 11 here, so we’ll have to dig a bit to see what’s going wrong on your systems.
One random theory, a bit of a long shot, is that it’s an MSVC redistributable problem. Can you first try running the executable here:
C:\Program Files\Epic Games\UE_5.5\Engine\Extras\Redist\en-us\UEPrereqSetup_x64.exe
If that doesn’t help, can you try installing the latest version of the MSVC redistributable from Microsoft? You can get it here:
https://aka.ms/vs/17/release/vc_redist.x64.exe
If that does help, it would point to a problem in our build process (it’s compiling with a newer version of MSVC than intended) or perhaps in Epic’s install process (UE 5.5 isn’t installing the redistributable for the version they’ve documented plugins should be built with).
Here’s Microsoft’s page with the link to that redistributable, in case that direct link makes you nervous:
Hello Kevin,
Yes I’m on Windows 11 but I also have an issue with the early DASH plugin update - GraphNUnralPlugin.unplugin - which means that I cannot move on from UE5.4 in any case until next week’s DASH fix. I’m also loathe to start fiddling in case Rome burns…
Please keep me in the loop.
Many thanks.
For me it was the GraphNUnrealPlugin.
DASH has an update - 1.8.3 for UE5.5 - and I reinstalled Cesium from your file link and all appears roses.
Cesium for Unreal Samples converted to 5.5 and is working perfectly.
Hi I get another crash - right after clicking play - on the tick of the Cesium3DTileset object.
> | UnrealEditor-Engine.dll!FStaticMeshSceneProxy::GetStaticRayTracingGeometries() Line 1819 | C++ |
---|---|---|
UnrealEditor-Renderer.dll!FPrimitiveSceneInfo::FPrimitiveSceneInfo(const FPrimitiveSceneInfoAdapter & InAdapter, FScene * InScene) Line 361 | C++ | |
UnrealEditor-Renderer.dll!FPrimitiveSceneInfo::FPrimitiveSceneInfo(UPrimitiveComponent * InPrimitive, FScene * InScene) Line 372 | C++ | |
UnrealEditor-Renderer.dll!FScene::BatchAddPrimitivesInternal(TArrayView<UPrimitiveComponent *,int> InPrimitives) Line 1901 | C++ | |
UnrealEditor-Renderer.dll!FScene::AddPrimitive(UPrimitiveComponent * Primitive) Line 1787 | C++ | |
UnrealEditor-Engine.dll!UPrimitiveComponent::CreateRenderState_Concurrent(FRegisterComponentContext * Context) Line 651 | C++ | |
UnrealEditor-Engine.dll!UStaticMeshComponent::CreateRenderState_Concurrent(FRegisterComponentContext * Context) Line 867 | C++ | |
UnrealEditor-Engine.dll!UActorComponent::ExecuteRegisterEvents(FRegisterComponentContext * Context) Line 1820 | C++ | |
UnrealEditor-Engine.dll!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld, FRegisterComponentContext * Context) Line 1481 | C++ | |
[External Code] | ||
UnrealEditor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1579 | C++ | |
UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr & MyCompletionGraphEvent) Line 284 | C++ | |
[Inline Frame] UnrealEditor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr &) Line 306 | C++ | |
UnrealEditor-Engine.dll!TGraphTask::ExecuteTask() Line 634 | C++ | |
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 504 | C++ | |
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 482 | C++ | |
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779 | C++ | |
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668 | C++ | |
[Inline Frame] UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Line 1453 | C++ | |
UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr,TSizedInlineAllocator<4,32,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1526 | C++ | |
UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 815 | C++ | |
UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1866 | C++ | |
[Inline Frame] UnrealEditor-Engine.dll!UWorld::RunTickGroup(ETickingGroup) Line 773 | C++ | |
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1609 | C++ | |
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2140 | C++ | |
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550 | C++ | |
UnrealEditor.exe!FEngineLoop::Tick() Line 5869 | C++ | |
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 | C++ | |
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 | C++ | |
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266 | C++ | |
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 | C++ | |
[External Code] |
I’m also crashing while opening a level with existing local tilesets. Windows 11, 5.5, recommended MSVC installed
/Mathias
Hi @Nabster, welcome to the community!
Are you using the original 5.5 Preview, or are you using a build out of the pull request with the crash fix? More details of that pull request here:
@Mathias_Lindgren, same question for you. Are you already using the fixed build, and still seeing a crash?
Hi! sorry for late reply. No, the fixed build solved it for me. thanks!