Hi!
When I load Google Photorealistic 3D Tiles inside unreal, many tiles appear and disappear quickly. In the images you can’t see that fast disappearance. To prevent this from happening I had to increase the level of detail to 150 and still had the same error, although much less.
To indicate that this stops happening when I have selected the asset inside unreal, as it is observed in the last capture.
Judging from your screenshot, it looks like you have two sets of Google Photorealistic 3D Tiles in the scene. This dataset is already pretty heavy to load – there’s a lot of tiles, especially as you increase the level of detail. So having it in the scene twice is definitely going to slow the loading process.
Could you let us know how it goes with only one copy of the data in the scene?
Hi,
I have included two sets because I encountered an issue when using just one. As you can see in the images, one set is used in both instances, while the other images feature only one set. The issue arises with certain tiles that flicker and disappear from the image. However, if I have selected the Cesium element, they remain correctly. Only in the first image are there two sets, while the others feature only one set.
Hm, I’m not sure I understand from the written description. If you’re able to capture a video of the behavior, I could form a better idea.
Could you also share any settings that you changed on the tileset? For example, what value of Maximum Screen Space Error are you using? Are there any other things you changed?
Hi,
Please confirm whether you have been able to verify the issues I previously highlighted. Despite attempting to modify the relevant properties, I have been unable to resolve the tiling.
Hi @SalvadorDP,
It looks like you might be running into this issue:
Unfortunately, we don’t know what causes it. As far as we can tell, it’s a bug in Unreal Engine. But it can be worked around by disabling Occlusion Culling (Edit → Project Settings → Engine → Rendering → Culling).