How to set up and debug .terrain file content coming from cesium native in cesium for unreal plugin

I am working on loading terrain DEM data from geotiff directly as WCS service published via local gis software for disconnected environment.

how can I set up two instances of visual studio 2022 to parallelly one for cesium native and one for cesium for unreal so that instead of TMS service and proprietary .terrain format I can directly load DEM data from all GDAL supported format in unreal.

I am just looking for development setup not complete solution.


Hi @Aankit_K,

This sounds like an interesting use case.

Are you trying to launch two instances of Unreal Engine, each started by an instance of Visual Studio?

Or thinking of just one instance of Unreal Engine, with two Visual Studio instances connected to it?

Later one… Two instance of visual studio one for cesium native and one for cesium for unreal plugin.

What my current set up looks like you might wonder… I had to cmake install cesium native and all the dependency after change in code that will generate the .lib files that will get pasted in the third party folder of cesium for unreal. And then I am rebuilding the cesium for unreal plugin so that It can use the updated appropriate .lib from the third party folder.

Let me know if this is the correct process and if I am doing any mistake then please correct.

Now regarding terrain data using WCS service what I have able to understand is

  • current set up uses pregenerated quantized mesh data from either cesium ion or local filesystem or fileserver
  • plugin sends TMS z/x/y.terrain get request to ion or file server

Sinces I am already using the luciad fusion for maps (wms/wmts) I am looking to serve terrain data from it also.
But sadly it cann’t tile data in quantized mesh as far as I know thats why I am looking to use WCS service for loading terrain data if possible.

Ok, well if your goal is to debug both the cesium for unreal plugin and cesium native at the same time, you only need one instance of Visual Studio attached.

It’s a little non-intuitive because the cesium-native files aren’t part of the unreal project, but you can open the related files, set breakpoint, step through, etc.

It’s mentioned in our docs here