# 【New】Tile has a bounding volume that does not include all of its content, so culling and raster overlays may be incorrect

**URL:** <https://community.cesium.com/t/new-tile-has-a-bounding-volume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/42983>\
**Category:** Cesium for Unreal\
**Created:** [August 25, 2025, 10:42am UTC](https://community.cesium.com/t/new-tile-has-a-bounding-volume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/42983 "2025-08-25T10:42:34Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Unreal\_Miracle](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/unreal_miracle/32/14000_2.png) [@Unreal\_Miracle](https://community.cesium.com/u/Unreal_Miracle)\
**Post date:** [August 25, 2025, 10:42am UTC](https://community.cesium.com/t/new-tile-has-a-bounding-volume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/42983/1 "2025-08-25T10:42:34Z")

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[https://community.cesium.com/t/tile-has-a-bounding-volume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/27241/11](https://community.cesium.com/t/tile-has-a-bounding-volume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/27241/11)

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**Author:** ![Unreal\_Miracle](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/unreal_miracle/32/14000_2.png) [@Unreal\_Miracle](https://community.cesium.com/u/Unreal_Miracle)\
**Post date:** [August 25, 2025, 10:53am UTC](https://community.cesium.com/t/new-tile-has-a-bounding-volume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/42983/2 "2025-08-25T10:53:32Z")

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@Kevin_Ring In fact, this problem also exists on UE5.6 + Cesium for Unreal 2.18. There were no issues when using “From Cesium Ion” and “From Ellipsoid”. I think the problem might be with the elevation file ”Layer.json”. This is the terrain I assembled using CesiumLab. When approaching the North and South Poles, white patches will appear.

 ![image](https://global.discourse-cdn.com/cesium/original/3X/9/2/924bb754ac217bada6d6dc1dd3874c13f839b15f.jpeg)

 ![image](https://global.discourse-cdn.com/cesium/original/3X/a/8/a819ddf2fcccf95e0407e4b7b7a879f386af37cc.jpeg)

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [August 27, 2025, 1:21am UTC](https://community.cesium.com/t/new-tile-has-a-bounding-volume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/42983/3 "2025-08-27T01:21:04Z")

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Hi @Unreal_Miracle,

Yes, it’s possible that it is a problem with the tileset itself. `quantized-mesh-1.0` terrain includes minimum and maximum heights. If those are wrong, you might see an error like that. In fact, that error message should generally be interpreted as a data problem, rather than a problem with Cesium for Unreal.

However, it’s also possible that you’re running into this issue, which we believe to be a bug on our end:

> <https://github.com/CesiumGS/cesium-native/issues/687>
>
> As reported here:
> https://community.cesium.com/t/warning-tile-has-a-bounding-vo…lume-that-does-not-include-all-of-its-content-so-culling-and-raster-overlays-may-be-incorrect/25460

If so, we’d welcome a fix for this from the community, but we’re unlikely to fix it ourselves in the near future. It only shows up in tilesets generated by third-party tools, and only when using an older format, quantized-mesh, that we are moving away from (we prefer to use 3D Tiles).
