Hi,
I’m using Cesium for Unreal to create a global flight simulator - I’m doing this by loading a tileset from disk. I have been attempting to use the orign shift component on the aircraft due to the issue described here which appears Epic are still yet to fix.
The origin shift component removes the jitter from the aircraft as intended but it also seems to cause my terrain to slightly jump around each time the orign shift is performed. This is not a big issue when flying at altitude, but when flying low to the ground (coming in for landing, for example) it is extremely distracting and borderline unusable as a simulator.
A temporary fix I came up with was a blueprint that would move the georeference to the centre of a runway when X meters away from that point - something similar may have been able to have been achieved with sub levels. However, this still doesn’t solve the issue when low-level flying e.g. flying the machloop in Wales.
I’m unsure what else to try at this point and whether this may be an issue with my terrain, I’ve seen others on this forum describe creating projects similar to mine but they don’t appear to have run into this issue - see Lildreas in the forum post describing floating point jitter. I also don’t really want to start modifying the engine as suggested in some of the links within that post.
Many thanks!