Drone Jumps across the map

I’m currently working on a project in which i need real world interaction for my drone. But when I fly my drone more that 15 20 m using ardupilot commands or TS16X radio my drone jumps across the map and goes into space.


height of drone was 10m and after 10 15 m it jumped across map and after few seconds end up in space

Hi,Shoaib_Jafry,

This problem is most likely caused by the inconsistent origins of the UE coordinate systems. Taking Airsim as an example, in the case of AirsimGameMode, it has its own UE coordinates, where the position of PlayerStart or the position where Airsim Client(the drone for example) is Spawned is the origin. Yet for the Cesium for Unreal project, the origin of its UE coordinates is the longitude, latitude, and height in the Origin of CesiumGeoreference. To make the origins of these two UE coordinate systems consistent, follow these steps:

1. Open the World Settings of the level and uncheck “Enable World Bounds Checks”.

2. In World Settings, set GameMode Override to AirsimGameMode.

3. Remove Dynamic Pawn or any other Pawn, as Airsim Client, such as Drone, is itself a Pawn.

4. Then add a PlayerStart to the Level, and place it where you want the Drone to take off.

5. Add a CesiumGlobeAnchor to PlayerStart to obtain the longitude, latitude, and height of this position, and then set the longitude, latitude, and height in the Origin of CesiumGeoreference to these values of the CesiumGlobeAnchor of the PlayerStart.

6. Remove the CesiumGlobeAnchor from PlayerStart, and then reset the Transform of the PlayerStart.

7. And it shall be ready to go.

I would like to add that if using UE4.27 with a earlier version of CesiumforUnreal, DO NOT check the “Keep World Origin Near Camera” in the details panel of Cesium Georeference.

Hi @Shoaib_Jafry, welcome to the community!

One thing that can cause pawns to fly off into space is Unreal’s “Enable World Bounds Checks” option. We usually recommend turning this off in applications using Cesium for Unreal. I’m not sure if this is the problem you’re seeing, but it’s worth a check. See here for more info: