Tile caching between renders

From what I have read, there are two levels of tile caching in the cesium unreal plugin, an in memory one, and a sqlite request cache.

So if I render out a sequence (with the movie render queue) within a world with a cesium tileset, and then repeat the same exact render, without restarting Unreal, I would imagine that the second render would not need to load any tiles over the network.

From my observations with the new google maps tiles api, this is not the case. It seems like the second render makes just as many requests for tiles (by looking at the metrics in the cloud console). Are my expectations incorrect? I am missing some cache configuration?

Your observations are correct. Unfortunately, the Google tiles are currently served with a Cache-Control header that prevents them from being cached. We’re discussing with Google, but don’t currently know if or when this will be fixed.