Hi!
I ran into a problem in the new version of Unreal Engine 5.2.1 and latest Cesium from Marketplace.
Image tiles disappear as the camera moves away from the ground. I attach YouTube video.
That happens only in Shipping build. If I ran it in the editor - it works fine.
There is nothing special in my app. It’s just Cesium globe with “Bing Maps Aerial” and “Cesium World Terrain”. No special options were added for the project.
Previously I worked a lot with UE 5.0 and 5.1 and there were no problems. Any ideas what I am missing?
Kind regards,
Nikita
That’s very strange. I don’t think I’ve ever seen something like that before. Can you reproduce it with the Cesium for Unreal Samples project as well, or only in your own project?
Just tried to pack a Shipping build of freshly downloaded Cesium for Unreal Samples (from Marketplace) and I got the same problem! I even did it on different machine with freshly downloaded UE 5.2.1.
I attach a link to Google Drive with this Shipping Build for Windows. So you could check it by yourself.
If there are any suggestions that I can try to fix it, then write to me, I will try.
Ok, I can reproduce this. I’m still investigating, but the problem has something to do with the water rendering. So, as a workaround, uncheck the “Enable Water Mask” property on the Cesium World Terrain tileset, under Cesium → Rendering.
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Hi Kevin, I’m having the same problem in UE5.4
I have disabled Water Mask and the issue persists. The tileset seems to decide to unrender itself when in view and came about after I changed the tileset source from Cesium Ion to from Ellipsoid, and is only a problem with from Ellipsoid.
Hi @Alec_Denny_Craine,
That looks like it could be a different issue. Can you tell me how to reproduce it? Are there any messages in the Output Log?
Hi @Kevin_Ring ,
The output log show this when I’m switching the Cesium Tileset between Cesium Ion and From Ellipsoid:
LogCesium: Warning: “Enable World Bounds Checks” in the world settings is currently enabled. Please consider disabling it to avoid potential issues.
LogCesium: Loading tileset from ellipsoid
LogCesium: Loading tileset from ellipsoid done
LogDerivedDataCache: C:/~/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:00.000 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 0 files in 1 folders with total size 0 MiB.
LogCesium: Warning: “Enable World Bounds Checks” in the world settings is currently enabled. Please consider disabling it to avoid potential issues.
LogCesium: Loading tileset for asset ID 1
LogCesium: Loading tileset for asset ID 1 done
LogCesium: Warning: “Enable World Bounds Checks” in the world settings is currently enabled. Please consider disabling it to avoid potential issues.
LogCesium: Loading tileset from ellipsoid
LogCesium: Loading tileset from ellipsoid done
Thats all I have done to find this error, I’m not sure if that means you can reproduce or not though. I have Disabled World Bounds Checks and the error persists, the warning dissapears & the output log stays the same (loading tileset/loading tileset done). These are the cesium actors in my world:
@Alec_Denny_Craine I’m not able to reproduce this.
Here’s what I did:
- Opened the Cesium for Unreal Samples project, level
01_CesiumWorld
.
- Clicked the CesiumWorldTerrain Actor.
- Changed the “Source” property from “From Cesium ion” to “From Ellipsoid”
The globe looks fine (the color looks a bit faded because of the lighting on the smooth ellipsoid surface):
So if you would like to me to investigate your problem, I’ll need step-by-step instructions for how to recreate the problem, preferably starting with the Cesium for Unreal Samples project.
Hi Kevin, I did this and it worked as expected, Copying the cesium tileset settings over started producing this error when looking around:
LogCesium: Error: [2025-04-12 15:13:08.793] [error] [SqliteCache.cpp:395] database is locked
How do I fix that?
Edited for context: I’m using the bing maps road tileset.
@Alec_Denny_Craine that error is common when running two copies of the application, or when running both the Editor and a built application simultaneously. It indicates that one of the processes can’t access the request cache database, so load performance will be lower, but it shouldn’t cause major problems otherwise.
That error has gone away now that I don’t have the testing world open at the same time but the problem remains. Are there any settings that would interfere with the from ellipsoid tileset loading?
@Alec_Denny_Craine can you tell us what problem remains in more detail? You previously said that you followed my instructions and that it worked for you, other than the “database is locked” error. And in your most recent message you said that the “database is locked” error went away when you stopped running two copies. So, what problem remains? Can you give us step-by-step instructions for reproducing it ourselves?
Annoying Kevin I don’t know how to reproduce it - I can’t manage to do it in a new project either. All I did do was change the tileset source from Cesium Ion to from Ellipsoid. What I have found is that toggling Ceium OSM buildings to visable/non visable seems to be causing the error as shown here:
