Newbie question...3D Tiles photogrammetry not visible

Hi. I’ve just got started with both Unreal Engine and the Cesium plug-in this week (although I’m experienced with Unity, for what its worth). I’ve worked through the first two Cesium tutorials with no problem, so wanted to try substituting in our own 3D Tiles photogrammetry, rather than the Melbourne example. I’ve uploaded our data into Cesium Ion successfully (it previews properly in the browser window, located correctly in its world position). I can subsequently add that data into Unreal, where it’s listed in the World Outliner as I’d expect. Yet, the mesh, itself, is not appearing in the main 3D view. I also have the Cesium World Terrain asset included, which is visible. The scene, overall, is set up as directed in the tutorial. If I double-click my own asset, its world location appears to be correct. So, clearly I’m missing something, but I’m confused about what that might be and am running out of ideas. Any ideas?

Thanks in advance,


If it’s your own tileset and not showing up, it’s likely that the access token is incorrect. You need a separate Cesium For Unreal access token that you can generate on the ion page

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Hi @gbheathcote_os

To add to @mahalobay’s suggestion, in the editor, you can go to Window menu → Developer Tools → Output log. It should print our any error about tileset loading status. Please let me know if you see any error in there.


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Thank you, both, for your replies. I’ve found the Output log, now, and it contains the following error messages (multiple of each type):

LogCesium: Error: [2021-05-13 09:43:58.061] [error] [Tileset.cpp:774] Tile contained an unknown refine value: replace

LogCesium: Error: [2021-05-13 09:43:58.341] [error] [GltfContent.cpp:32] Failed to load binary glTF from******/51/46/mesh_7264.b3dm?id=7264&x=4079617.3885235926136&y=4873155.2662889221683&z=-360418.13920486229472&id=46&id=51&v=1:

  • Only binary glTF version 2 is supported, found version 1

(asset ID redacted…)

As such, that second message does seem to indicate the source of the issue. This does seem to suggest that there are assets that work OK in Cesium Ion, but not in the Unreal environment. Is that right? One thing we can thus do is go back to the process that generated the data and see if there’s anything we can fix there, in relation to the glTF version. I’d be interested to know if there are any other solutions, though.



Following up on my last post, I’ve now had some success by a different mesh, getting it full operational within Unreal straight away. That mesh was created via a slightly different flowline, so, by deduction, we can see where the glTF version 1 data was being introduced.

Thanks, again, for your help.