I understand that last year there was a post regarding lighting making actors look dark when the CesiumGeoreference was set to the Origin (Getting incorrect lighting when Georeference is True Origin) but i am still having this issue and really need to have the CesiumGeoreference at the origin because the actors position is sent in as ECEF coordinates.
There has not been a specific fix for this issue. I think if you need to use True Origin, you’ll probably need to take manual control of your lighting. That means using Unreal’s built-in SunSky Actor and configuring it to your liking, rather than using the CesiumSunSky.
Another option is to use a local origin on the CesiumGeoreference, and convert the ECEF coordinates coming into your application to Unreal world coordinates using the Blueprint and C++ accessible functions on the CesiumGeoreference Actor.
I know there is a blueprint function for converting ECEF position to Unreal but is there one for rotations? Or do you know the best way to get this done?
The CesiumGeoreference has Blueprint-accessible TransformUnrealRotatorToEastSouthUp and TransformEastSouthUpRotatorToUnreal functions, which might help.
You can also get various transformation matrices with ComputeUnrealToEarthCenteredEarthFixedTransformation, ComputeEarthCenteredEarthFixedToUnrealTransformation, ComputeEastSouthUpToUnrealTransformation, ComputeEastSouthUpAtEarthCenteredEarthFixedPositionToUnrealTransformation, or ComputeUnrealToEastSouthUpTransformation.
Thank you for that, I was able to find the first 2 functions in the blueprints, but the second list of functions I was unable to find in the blueprints. Where would I find these?
Those functions are exposed on the CesiumGeoreference Actor in exactly the same way as TransformUnrealRotatorToEastSouthUp, so if you saw that one, I don’t know why you wouldn’t see the others. I can see them all in the list, inside the “Cesium” category, when I drag a pin out from the CesiumGeoreference:
I am using Simulink to do some of the modelling, so unfortunately I am stuck with version 1.20 until they release updated support. Do you know if there is a way I can implement the math for the rotation myself?