Hi @zrkcode, thanks for your patience.
I checked out the tileset and I’m not able to exactly replicate the issue. I am guessing it is caused by the material you’re using on it sometimes clipping through Cesium World Terrain. You may want to test this by assigning a default material to it and seeing if the issue is still happening.
If it’s the material, there’s a few things you can look at to fix it -
Is the material you are using on the tileset using a World Position Offset at all? If so, that node could be causing it to clip through the tileset in places.
If the material is transparent, that also may be causing problems as Unreal tries to determine the order of loading.
If you want to try to modify Cesium World Terrain instead of the material, you could use a Cesium Cartographic Polygon to clip out the area of terrain that is under the tileset. Or, you could try decreasing the Maximum Screen Space Error of Cesium World Terrain to force it to load higher-resolution tiles.
As a side note, the tileset is generating the following errors:
[Tileset.cpp:574] The tileset contains a gltfUpAxis property. This property is not part of the specification. All glTF content should use the Y-axis as the up-axis.
[GltfContent.cpp:44] Warning when loading binary glTF from file:///C:/Users/AGallegos/Downloads/NanHu/0/0/0.b3dm:
- A double value is not allowed and has been ignored.
While parsing: .materials[1].pbrMetallicRoughness.baseColorTexture.texCoord(expecting an integer)
From byte offset: 2179
- A double value is not allowed and has been ignored.
While parsing: .materials[2].pbrMetallicRoughness.baseColorTexture.texCoord(expecting an integer)
From byte offset: 2370
I don’t think these errors are causing the problem, but I was wondering if you are getting the same errors on your end.
Please let me know if any of this helps.
-Alex