Hi @axibaner, welcome to the community!
You’re right that Cesium for Unreal uses the camera’s field-of-view angle to select tiles. If that doesn’t match the actual rendered field of view, then it won’t select the right tiles.
Perhaps you can simply change the camera’s field of view to match the actual nDisplay camera?
If that doesn’t work, there are two possible solutions:
- Disable “Frustum Culling” on the Cesium3DTileset. You should also set
Enforce Culled Screen Space Error
to true andCulled Screen Space Error
to the same value as theMaximum Screen Space Error
property (16 by default). - Use the Blueprint interface on the CesiumCameraManager to completely control the camera position, orientation, field of view, and dimensions used for tile selection.