CESIUM Mesh tile manipulation


I have a question regarding CESIUM in Unreal:

We are deploying an application that will heavily rely on us providing very optimized geometry for visualizating building data.

Since CESIUM for Unreal Engine can provide us with building data from positional information it would be very efficient for us to be able to utilize this tool. However we need to scale down the amount of data that is provided to us from the server. It would be very interesting to be able to access the vertex data that is being fed from the server and use that to render parts that are only in the vicinity of the player. Do you know if this is possible (To reduce the mesh tile because right now we get about 1 million polygons only in one tile. We are developing for mobile and need to reduce this drastically.?

Best regards,


Hi Adam,

Can you tell us a little more about what you’re trying to achieve? Are you trying to use particular Cesium datasets (which ones?), but in a different way? Or are you looking to tile your own data but then render it differently? Or something else?


Hi Kevin!

I am currently working with the OEM Buildings dataset. Currently I am not working with any of my own datasets. I wish to be able to control the OEM Building data that is received by the CESIUM plug-in. Currently, one Tile provide us with to much data. So we want to be able to access this data and only use parts that we have control of.

Does this make sense?


We don’t currently provide Cesium OSM Buildings or any of our other global datasets for that kind of use, but it’s something we’re considering for the future. CC @Shehzan_Mohammed