Hello, Kevin.
Thanks to you I was able to fix it successfully.
I downgraded the version of Cesium for Unreal from 2.5.1 to 2.4.0, deleted files, etc. as instructed and now it works fine.
Thank you so much!
Hello, Kevin.
Thanks to you I was able to fix it successfully.
I downgraded the version of Cesium for Unreal from 2.5.1 to 2.4.0, deleted files, etc. as instructed and now it works fine.
Thank you so much!
The problem still persists in Unreal engine 5.6
I have the latest cesium installed but still get these splotches.
Is it necessary to downgrade my cesium version in order to solve this ?
If yes please tell me how to do that.
Thanks.
With Cesium :-
Hi @malikulashter_suratw, welcome to the community!
There definitely shouldnāt be any need to downgrade Cesium for Unreal. In fact, the old version discussed previously in this thread - 2.4.0 - was never available for Unreal Engine 5.6. Itās hard to tell from your screenshot what might be happening there. Can you tell us more about how youāve set up your level? Itās also worthwhile to make sure youāre on the latest version of Cesium for Unreal, which is v2.23.0 and was released this week.
hey thanks for the reply.
Iāve just updated the plug-in today to the latest version in 5.6, but still the issue is there. i simply added the cesium geo reference with google 3d tile and OSM Buildings and cut the part that didnāt want with Cartographic Polygon.
Iām not able to upload more images due to new user error but Iāll explain it as best i can.
I made two Cartographic Polygon as you can see in the image below, 1st is for OSM Building and 2nd is for Goole 3d Tiles.
Both Cartographic Polygon are Exactly added as the Polygon Raster Overlay components in both OSM Buildings and Google 3D Tiles.
Both Polygon are attached as instructed in the documentation as Polygons and in array elements with their respective Cartographic Polygon with Invert selection turned OFF and Exclude Selected Tiles turned ONN.
All other settings are set at default in Polygon Raster Overlay.
Initially i thought it might be the issue with using Ultra Dynamic Sky but no the shadow issue still remained in the manual directional light setup also.
can this be hardware issue ? Iām using RTX 4060TI 16gb
Thanks for the extra details. I donāt think it would be a hardware issue. Have you tried disabling Lumenās hardware raytracing, as mentioned earlier in this thread?
But i need Hardware ray tracing in order to use Ray Tracing reflections in my project.
Solved it by not knowing what i did ![]()
I ignored the shadow problem as I was not able to solve it and started messing around in lighting and other settings for my project, specially in Ray Tracing settings and CVARs, so something in that it solved.
Iām sure you guys would have solved it for not using ray tracing but in ray tracing it still appears. I donāt know how it was solved but the shadow problem gone for now.
Iāll reach out if it still appears again or if i find out how it was solved.