Fly To on Mobile shows "confetti" of white geometry

This is occurring on an Unreal 5.4 development build for Android. In this Fly To from NYC to DC, during the “fly to” function, tons of white geometry shapes appear all over the screen in random places. There are so many that it gives a confetti-type feel, although I know it’s just unloaded tiles. I’ve tried slowing down the flyto speed but I can’t get rid of them.

Any suggestions on how to optimize this so it doesn’t happen?





When I slow the flyto speed down to 10 seconds I also start seeing “wireframe” of the earth projection “underneath” the ground as well so it makes me think it’s trying to load the entire globe or something, although I know this probably isn’t the case


Thanks!

To add, the “confetti” issue goes away when I remove the Mobile Sky Sphere by unchecking the “Use Mobile Rendering” flag in the CesiumSunSky actor, but the “wireframes” are still clearly visible.

Hi @Setaro_House, welcome to the community!

The “wireframe” effect happens because of the limited depth buffer on mobile devices. Google Photorealistic 3D Tiles contains skirts around the edges of tiles to hide cracks that would otherwise appear between them. Unfortunately, this causes z-fighting when flying above the Earth on smaller devices.

This behavior might be mitigated if you set the camera’s Near Plane value to a higher value. I found a thread on the Unreal forum that might be helpful for this:

Let us know if that helps! :smile:


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