CesiumPolygonRasterOverlay not working in both v2.10.0 and v2.4.0 versions

Using CesiumPolygonRasterOverlay component on my 3dtiles does not work, but this 3dtile can be checked through the 3d-tiles-validator tool. May I ask why this is happening?



zzx.zip (11.6 MB)

Hi @newpeople123,

Thanks for including screenshots of what’s going on. Could you provide us with more information so we can help troubleshoot this issue?

  • What version of Unreal Engine are you using?
  • Have you seen this behavior on other versions of the plugin? For example, did clipping work on v2.9.0?
  • What tileset are you trying to clip? It looks similar to Cesium OSM Buildings, but I want to be sure.
  • Do you see this issue on other tilesets, like Cesium World Terrain?

Thank you! :smile:

Hello, I am using UE5.3.2 to generate a city model using CityEngine. I exported it as fbx and converted it to 3dtiles using the open-source project osgGISPlugins. It can be displayed and loaded normally in cesiumjs and cesium for Unreal. But CesiumPolygonRasterOverlay does not work. I have already uploaded 3dtiles in the previous answer (zzx. zip), and this issue does not exist in Cesium World Terrain. The problem may occur in 3dtiles, but 3dtiles seem to have no issues.

This 3dtiles has enabled the KHR_texture_transform extension. Does CesiumPolygonRasterOverlay support this extension?

It seems to be related to the Maximum Screen Space Error, the larger the value, the more pronounced the effect. Isn’t cropping achieved through materials? Why is it related to?



Can someone help me take a look? Thank you very much.

Hi @newpeople123, can you help us reproduce this problem ourselves? The best would be if you could provide a tileset and give us instructions starting with the Cesium for Unreal Samples project to create the problem.

Hello, as shown in the picture, I had already uploaded 3dtiles when I first asked the question.

Sorry for the delayed response @newpeople123. I hadn’t had a chance to check this out due to the holiday break in the U.S.

I can confirm I see the same behavior with Unreal 5.3, Cesium for Unreal v2.11.0. I haven’t confirmed the source of the bug, so I don’t yet have a solution. But it appears to be something wrong with the texture coordinates that get generated when we drape a raster overlay over the tileset.

We can see something similar when we drape Bing Maps Aerial imagery over this. For comparison, this is what Bing Maps looks like on one area where the tileset is located:

When we drape Bing Maps over the tileset you provided (by adding a Cesium Ion Raster Overlay), I expect the images from the map to appear on the buildings. But instead, all of the buildings are green.

So I suspect that something is off during that texture coordinate generation… I’m just not sure yet what.

In any case, I’ve opened an official Github issue for this bug. We’ll post updates as we triage this issue and search for a solution. Thank you for your patience :pray:

Thank you for your patient answer. We look forward to the official resolution of this issue as soon as possible.