Error log of a Development Packaged Game
Cesium 2.13.
Cesium is on a level streaming set as always loaded.
Hello, i have a build running on my client and they reported that the map wasn’t loading, currently my client can navigate to point A (Origin) or point B(8km from origin). I tested it remotely and tilesets at point A seem to load up to a certain detail, after that it fails to load the next tile and disappears, it seems to be a problem mostly on cache of point A, because if i delete cache file the problem is solved for a while. This problem only occurs at point A, even though point B is also cached.
These are my cesium configurations.
The only thing that jumps out at me in your configuration is the “Maximum Simultaneous Tile Loads” set to 100. The default is 20, and cranking it up to 100 could cause you to bump into Unreal’s own request limit (in fact there are messages in your log indicating as much). I suggest turning it back down to 20 and see if that helps.
Another thing to try: when you see those messages in the log about a 400 error, copy the complete URL in the error message and paste it into a web browser. The web browser may load it just fine. Or, you might see an error message from the Google server with more information about what has gone wrong. Either one is useful is diagnosing the problem.
Hello Kevin, sorry to revive this topic but my problem is still going and i’ve tried setting every single value to default one by one until everything is set to default, this error only happens after more or less 6 hours, so i needed about a day between each test.
Is there any time limit that could be causing this issue? It seems that even using “Refresh Tileset” function doesn’t do anything. Thanks in advance.
It sounds like you could be running into a Google Photorealistic 3D Tiles quota limit, but I’m not sure. Did you try pasting one of the URLs in the error message into a web browser to see if that offers any hints?
Ah, yes i forgot to post the result.
This is what happens when i try to open from URL.
So far my solution was to use task schedule to close and open my unreal software.