关于nDisplay与Cesium在UE5.2中的镜头视场角问题

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:

  1. Disable “Frustum Culling” on the Cesium3DTileset. You should also set Enforce Culled Screen Space Error to true and Culled Screen Space Error to the same value as the Maximum Screen Space Error property (16 by default).
  2. Use the Blueprint interface on the CesiumCameraManager to completely control the camera position, orientation, field of view, and dimensions used for tile selection.
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