I’m trying to get terrains from the cesium api and find the supported formats for terrains for “cesium for unreal” plugin in unreal engine.
By calling: https://api.cesium.com/v1/assets/3956/endpoint
I get a 200 OK, with type “TERRAIN” and the accesstoken and new url to call.
When I call this url I get an error saying the specified key is not found, which is what I’m wondering about.
response from first call
the second call:
response from second link:
What are the supported formats for cesium terrains by custom URL?
Is this API call to cesium supposed to fail because of tiers or something, or am I doing something wrong?
Thanks for any help
Could you share a little more about what you’re trying to do? You don’t need the REST API for accessing tilesets in Unreal - you can use in-engine actors, or C++. Is there a specific reason you’re using the API?
The reason why I am trying to get the link from the cesium API is because I am originally trying to get a terrain from another API that hosts a dataset I bought. Therefore I wanted to see what format the cesium ion API returns for terrains.
The original API I am trying to get terrain data from returns a .terrain format as such, I am afraid this is not supported, right? Is there a way I can change this .terrain to a supported format such as .terraindb for instance?
.terrain actually should be supported. Have you tried using that terrain data on a Cesium3DTileset actor in Unreal yet? I’m not sure if you want to include the .terrain extension in the URL or not, I’d suggest trying both.
Thanks for the response.
Yes I have tried using it on a cesium 3d tileset actor, and unreal crashes if I do so
The link is: https://www.webatlas.no/wms-hoyde/tms/cesium_qmesh/14/16950/13876.terrain?v=1.0.0
If you would like to try
Would you also happend to have a .terrain example dataset I can try? Would be great so I can compare the formats, as it seems like either .terrain won’t work or the API is returning something else than .terrain
It looks like there’s a few things going on here.
The correct URL to use this tileset would be https://www.webatlas.no/wms-hoyde/tms/cesium_qmesh/layer.json. You want to point it to the layer.json file. However, that tileset isn’t displaying properly, most likely because it’s using an older mechanism that is not supported by Cesium for Unreal. You can read more about this issue here - Support terrain tile availability in layer.json · Issue #292 · CesiumGS/cesium-native · GitHub
We’re hoping to have a chance to address that issue soon, so ideally Cesium for Unreal will be able to accommodate tilesets like this in a few releases.
The easiest way around it for now is probably to upload your tileset to Cesium ion, which can process it into the correct format.
As for the crash, I’m not sure why that’s happening, but I was able to reproduce it. Even if it’s a bad URL, it shouldn’t be crashing like that. I made an issue to track it here - Immediate crash when attempting to load terrain from certain URL · Issue #476 · CesiumGS/cesium-native · GitHub
Any additional information you’re able to provide about your tileset might be helpful in narrowing down that issue!
Colleague of cozycabin here. The dataset we’re trying to import to Unreal is of the entire country of Norway, and it’s self-hosted by our data provider. Is there a way for them to run through their dataset and update it, in order to make it compatible with the current version of the Unreal plugin?
There may be a way to update the tileset, but I’m not familiar with the workflow. As I understand it, supported terrain tilesets use the quantized-mesh metadata extension to provide tile availability, and the unsupported older tilesets put all the tile availability in the layer.json file. So the the
available metadata from the tileset.json file would need to be moved to the quantized-mesh metadata extension.
You can find a more in-depth explanation, an example, and other links that may be helpful in this comment.
Alright, thank you for the insight.
Hi @cozycabin and @Arkwiz,
Thank you for your patience. As of the 1.13.0 release of Cesium for Unreal, support has been added for older quantized-mesh terrain tilesets such as yours. The release should be live on the Epic Marketplace soon, but if you want to download it earlier, you can download 1.13.0 from GitHub.
Please let me know if your tileset works after updating the plugin - if not, we can continue troubleshooting.
I’ve tried out the 1.13.0 release for Cesium for Unreal and it seems like it still isn’t properly supporting the older quantized-mesh terrain tilesets. Is there anything specific that I need to enable or change to allow it to use the older format?
@shadowedice it’s worth giving v1.13.2 a try now. You can install it from the Epic Marketplace, or from our Releases page (Releases · CesiumGS/cesium-unreal · GitHub). If that’s still not working, can you please point us to the problematic dataset so we can take a look?
Kevin, I tried both 1.13.0 and 1.13.2 and I am still having issues with the elevation data from the layer.json format. Unfortunately, our data is hosted internally and is quite large so there is no easy way to share it. I have attached the layer.json file.
I don’t have any issues with the elevation data when viewing it in CesiumJS.
layer.zip (635 Bytes)
@shadowedice I can’t see any immediate reason this wouldn’t work. When you say it doesn’t work, what happens? Just nothing appears? Are there any messages in the Output Log?
It looks like it is only getting served the level 0 tiles regardless of where I am at on the globe. I don’t see any errors in the output and it does say it is reading the layer.json. Changing the url to an invalid one does return a 404 error like I would expect.
I have managed to generate a small subset of terrain data but it is larger than the 8MB limit for uploads (I think it is around 75MB). Is there a preferred way to upload that data?
You can email it to me directly (email@example.com). Or put it on Google Drive or DropBox or similar and send me a link if 75MB is too big for an email attachment.
The problem with @shadowedice’s tileset was that there was that the layer.json had an incorrect “bounds” property. It had:
But it needs to be:
So the terrain data was appearing in the wrong place. CesiumJS doesn’t have this problem because CesiumJS happens to ignore the “bounds” property and always assumes the terrain is global. Since quantized-mesh and layer.json are basically legacy formats at this point, I’m planning to change Cesium for Unreal in the next release to follow CesiumJS’s behavior.
Thanks again for all the help Kevin!