Cesium for Unreal 1.13.0 extends metadata support and terrain tileset compatibility

Hello all,

Cesium for Unreal 1.13.0 has just been released. The release should become available on the Epic marketplace shortly. If you’d like to access it right now, you can download the latest version of the plugin from GitHub.

This release includes a few features that may be helpful to you and your projects. You can view the full changelog here.

  • Multiple layers of terrain are now supported. Along with this, Cesium for Unreal can now load older quantized-mesh tilesets. If you have previously had issues loading a terrain tileset in Cesium for Unreal, let us know how it’s working after updating.
  • 3D Tiles metadata support has been improved. You can now access metadata of tilesets that use batch table metadata, like Cesium OSM Buildings.
  • It’s now possible to style buildings using metadata attributes. A new component, CesiumEncodedMetadata, has been added to help you create metadata-driven materials.

OSM buildings colored by height in NYC

Let us know if you have any feedback about these new features. We’d also love to see anything you create using metadata styling. Feel free to post your work here, or on Twitter @CesiumJS.


A tutorial is in the works for styling via metadata. In the meantime, here’s a quick overview of how the system works:

The CesiumEncodedMetadata component can be added to tilesets with metadata.


The Auto Fill button will populate the component with available metadata from the tileset. The Generate Material button will create a new Material Layer that can be used in your tileset materials.

Not all properties are available in this component. It’s best to remove any properties that you don’t need for your material.
After you select Generate Material, a new Material Layer will be created in your project folder and the Target Material Layer parameter will be set to that layer.
The layer graph will be pre-filled with nodes to access the tileset’s metadata. You can use the output pins from the “resolve properties by default” node in your material logic.

Here’s an example material layer graph that colors OSM buildings by height:

Make sure to set the Layer Name for this material layer to “Metadata” in the Material Instance.

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Nice work! The new version works well with my quantized-mesh terrain data finally.

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