In v2.6.0, Exclude Selected Tiles in CesiumPolygonRasterOverlay does not work

After upgrading to the latest v2.6.0, the tiles in the polygons are still loaded when wireframed, even though Exclude Selected Tiles is enabled. In my project I had imported a model created inside an erased polygon, but I can’t get inside it because the collision is still there and black shadows are falling. (I have seen similar postings in the community)

The version before I updated was 2.1.0, and in 2.1.0, when I turned on Exclude Selected Tiles, the tiles inside the polygons were no longer loaded.

v2.1.0

v2.6.0

I have tried this on several machines, all with the same problem. I have also tried UE5.3 and 5.2 with similar results, so I am wondering if 2.6.0 is the cause of this problem.
Is this a bug? Thank you in advance.

Hi @YRU2,

Thank you for including screenshots in your post! I’m not sure why CesiumPolygonRasterOverlay would have broken between versions. :confused:

Can you give us the longitude / latitude coordinates of the views in those screenshots? We’ll try to reproduce this behavior on our end, and from there we can try to diagnose the issue. Thank you!

Hey, @janine

The location shown in the screenshot is the default location when an empty 3DTileset is added.

Origin Latitude 39.736401
Origin Longitude -105.257370
Origin Height 2250.000000

Hi @YRU2,

Thank you for sharing those coordinates. Just to document what I did:

  • I opened a level with Google Photorealistic 3D Tiles, and set the CesiumGeoreference to your provided latitude / longitude / height.
  • I added a CesiumCartographicPolygon and scaled it by 10 in all directions.
  • I added a CesiumPolygonRasterOverlay to the tileset, and added the polygon underneath it. Exclude Selected Tiles is also enabled.

With all of these steps, I am able to see the tile exclusion behavior working.

It may seem like it’s not working because the CesiumPolygonRasterOverlay only excludes tiles that are completely inside the polygon. So, if part of a tile falls inside the polygon—even a little bit— then it will not be excluded. Otherwise, you’ll be missing tiles outside of the polygon border. As you zoom towards / away from the tileset, you can usually see that smaller tiles being excluded, while bigger ones are kept around.

exclusion

But still, there’s a chance that you did something differently that makes it break. If so, can you please point out what I missed?

Thanks for the reply.
The polygons were too small when I tested it so it didn’t look like it was disappearing.

When I make the polygons larger they start to disappear.

But I have another question, when I zoom into a tile, the difference between tiles that disappear and those that don’t is too big.

At the first zoomed in point in the video, the tiles seem to disappear nicely along the edges as you zoom in, but at the second zoomed in point, the tiles do not disappear after a certain distance.

Point 1
UnrealEditor_GdtGSwPvEN_1_3

Point2
UnrealEditor_GdtGSwPvEN_1_6

I think this is the reason why I thought the tiles had stopped disappearing.
Why is this stark difference?
Also, is there any way to work around this (it doesn’t seem to be an angle issue, since I am squarely against the tile)?

Hi @YRU2,

Thank you for including the GIFs in your response. We looked into this and determined that there were some regressions in our plugin. We’re looking into fixes as we speak. You can track these Github issues for updates:

We’ll be sure to update this thread when we find the appropriate fixes. :crossed_fingers: Thank you!

1 Like

@janine

I also have problems with clipping certain areas using “PolygonRasterOverlay” in cesium versions 2.6.0, which persist even after the update to V2.7.0.

I want to cut out certain areas from my terrain (terrain layer is overlaid with orthophots and material (tint) so that I can look into the ground. The cutout is also displayed in the Unreal Editor, but the cutout area does not appear in the packed project.

This is how it should actually look in the game, but there the area is still overlaid with the material.

grafik