I performed some tests today. Each packaging of my Unreal ENgine 5.4.4 project (Shipping) generates 23 total Bing Maps hits. There are 26 Maps in the package, 21 if which have Cesium terrains, and a few have OSM buildings. I must admit I don’t understand why packaging should result in any Bing Map Sessions, but perhaps there is a check done to verify the included tokens in the project are valid, requiring a server query. I learned that my project includes two different tokens, which I will want to address.
I plan to add the logging statements to the plugin as you suggest, but have not yet done so. I’m still trying to get my head around how I could rack upi 2700+ Bing sessions in one day of compiling, so that In the future it can be avoided.
To verify my understanding of your response to question 3 above, each time a play a level in Editor, I should NOT see the Bing count increment, whether or not it contains Bing Imagery overlay? This is great news, as most of my debugging involves restarting the same level in Editor over and over. This makes it all the more difficult to see how my usage counts have been so high.
It also sounds like deleting the Bing Imagery overlay is both unnecessary and ineffective in reducing my Bing map session counts.
In my project, one of my maps uses level streaming to load detail assets into different play areas as the user enters and exits. There are 39 global geographic regions and a persistent map containing the Cesium terrain. From a lobby, the user selects where to play, and the global coordinates are loaded into the Georeference, setting the origin, and the detail assets (Foliage, special buildings etc.) get loaded through Level Streaming Volumes.
The remaining 20 Maps included in the project each contain one Cesium Terrain, perhaps an OSM Building Asset with Bing Imagery applied, and have a hard-coded Georeference location. These were the first maps I created, before learning about Persistent Map layers. Each time the user wants to go to a different area, they return to the lobby and select the desired locale, and the appropriate map is loaded.
I had assumed that with each such relocation and new map loading, another one (or two) counts would be accrued. From you description, I could infer that this is not the case, and that no additional hits would occur. Is this correct?
Is it possible to simply teleport from one location to another on the globe without getting any more counts beyond those accrued when initially loading the level? I could modify my project to load a persistent map once, and make the lobby a location in that world that one teleports back to, and then selects the next location to teleport to, all without starting to Bing Maps sessions. Does this make sense?
Thanks again for your guidance. Trying to keep the count as low as possible as we figure this all out.
Cloudhopper3 (Tom)