# Distant Tiles Clipped When nDisplay Is Enabled

**URL:** <https://community.cesium.com/t/distant-tiles-clipped-when-ndisplay-is-enabled/43794>\
**Category:** Cesium for Unreal\
**Created:** [October 21, 2025, 9:42am UTC](https://community.cesium.com/t/distant-tiles-clipped-when-ndisplay-is-enabled/43794 "2025-10-21T09:42:54Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![AntaresFeng](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/antaresfeng/32/28173_2.png) [@AntaresFeng](https://community.cesium.com/u/AntaresFeng)\
**Post date:** [October 21, 2025, 9:42am UTC](https://community.cesium.com/t/distant-tiles-clipped-when-ndisplay-is-enabled/43794/1 "2025-10-21T09:42:54Z")

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When using Cesium for Unreal to display terrain and OSM maps, adding nDisplay to level causes distant map content to disappear (resembling far-clipping). This results in only a blank space when attempting to obtain a national or global view. Everything works perfectly without nDisplay. I’ve enabled “Follow Local Player Camera" in nDisplay, but the issue persists. There seems to be no relevant setting in nDisplay to adjust this behavior. What mechanism is causing this?

I tried to fix the ndisplay viewpoint in place, and when zooming out, I could see Cesium normally performing hierarchical loading of low-resolution maps.

Distant tiles clipped like this

 ![PixPin_2025-10-21_17-00-39](https://global.discourse-cdn.com/cesium/original/3X/f/6/f6e8721821ab87d72e9d2b8525146d01373b6353.jpeg)

UE version 5.2

Cesium for UE version 2.7.1

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**Author:** ![janine](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/janine/32/5135_2.png) [@janine](https://community.cesium.com/u/janine)\
**Post date:** [October 23, 2025, 1:56pm UTC](https://community.cesium.com/t/distant-tiles-clipped-when-ndisplay-is-enabled/43794/2 "2025-10-23T13:56:33Z")

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Hi @AntaresFeng, welcome to the community!

This forum thread describes a problem that is similar to yours:

> [@关于nDisplay与Cesium在UE5.2中的镜头视场角问题](https://community.cesium.com/t/ndisplay-cesium-ue5-2/33477):
>
> 我在UE中使用ndisplay配置了一个弧形屏幕，水平视场角为216°，垂直视场角为110°，如下图： 我将ndisplay配置文件放入关卡中预览时，效果是这样的： 通过ndisplay启动项目后是这样的效果： 这看起来cesium只加载了UE摄像机面朝方向的地形，也就是以UE摄像机的水平视场角和垂直视场角为基准，但由于ndisplay配置的镜头视场角超过了基准，所以基准以外的地形就没有加载，请问这个基准有办法扩大吗？或者直接适配到ndisplay配置的镜头？我并没有找到类似的设置，希望能够得到解答，谢谢。

Kevin left some suggestions there that you might want to try out. Let us know if that helps!

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**Author:** ![AntaresFeng](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/antaresfeng/32/28173_2.png) [@AntaresFeng](https://community.cesium.com/u/AntaresFeng)\
**Post date:** [October 24, 2025, 10:36am UTC](https://community.cesium.com/t/distant-tiles-clipped-when-ndisplay-is-enabled/43794/3 "2025-10-24T10:36:25Z")

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Hi @janine, thank you very much for your reply.  
I’ve actually tried disabling tiles culling before, but the problem persists.  
I tend to think Cesium does its job well; the problem lies with nDisplay.

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [October 26, 2025, 10:25pm UTC](https://community.cesium.com/t/distant-tiles-clipped-when-ndisplay-is-enabled/43794/4 "2025-10-26T22:25:52Z")

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Based on the way you describe it, @AntaresFeng, it does indeed sound like an nDisplay problem. You may need to take the question to Epic, or at least a more general Unreal forum. I have heard of others using nDisplay successfully, though, so perhaps someone from the community will have some ideas and can chime in.
