Problems With Running Version 2.26.0 in UE5.5 with Multi-Node nDisplay

Hello,

I am trying to run Cesium on a multi-node nDisplay setup on 3 Windows PC’s. From what I’ve been reading on other posts, it sounds like the plugin should work, but whenever I try bringing it up on the listener nodes, they crash every single time. The workstation (editor) node works fine every time.

I have deleted all but one token, so I know for fact that all PC’s are using the same one across the board. I want to be able to use the “Google Photorealistic 3D Tiles,” but as mentioned before the listener nodes crash every time. I even created a blank level without any of the Cesium assets inside that particular level and it still ended up crashing.

It is worth noting that I am using a “CesiumPolygonRasterOverlay” to cut out a specific section that I want to stream. I have also designated the “Georeference”, “Credit System”, and “Camera Manager”. I am using “From Cesium Ion” as the source of the data.

My main question is whether there is something missing in my workflow that I need to make it to where the everything will stream properly through nDisplay on a multi-node setup?

Thank you in advance for your help.

Hey @granterdoes, welcome to the forum! Multi-node nDisplay setups can definitely be tricky with Cesium, lots of topics on the subject.

We’ve seen nDisplay + Cesium crash issues in prior threads, and the resolution has varied. A few things worth checking:

  1. Clean plugin install – in a prior thread, a similar crash was resolved by doing a clean reinstall of the Cesium plugin on all nodes, making sure every machine has the exact same plugin version. Even minor version mismatches between nodes can cause crashes.

  2. Crash log – could you share the full crash log from one of the failing listener nodes? It’s usually in Saved/Crashes/ or the Output Log. The call stack is the most useful piece for narrowing down the cause.

  3. Does it crash with or without a Cesium tileset in the level? You mentioned it crashes on a blank level – does that blank level still have a Cesium3DTileset actor, a CesiumGeoreference, or a CesiumCreditSystem? If removing all Cesium actors from the level stops the crash, that helps isolate the problem.

  4. Network access – all listener nodes need direct network access to api.cesium.com and the tile CDN. A firewall or proxy blocking those endpoints would cause failures at startup.

Since you’re on UE5.5, the TinyXML2 conflict that caused crashes in earlier versions (#38323) should be resolved, but the crash log will confirm. You could also try a more recent version of Unreal, but UE5.5 is still supported by Cesium for Unreal (but to be clear, nDisplay is not officially supported)

Let me know how that goes!

I’ll link the other nDisplay posts I found here, they also may be helpful to you: