UE5 Cesium demo / Flight Tracker not right,who can help me?

Hello everyone, just look at image! The lines is not right ,does anyone know?


// Copyright 2020-2021 CesiumGS, Inc. and Contributors

#include "PlaneTrack.h"

// Sets default values
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	// Initialize the track
	SplineTrack = CreateDefaultSubobject<USplineComponent>(TEXT("SplineTrack"));
	// This lets us visualize the spline in Play mode
	// Set the color of the spline
	SplineTrack->SetUnselectedSplineSegmentColor(FLinearColor(1.f, 0.f, 0.f));

// Called when the game starts or when spawned
void APlaneTrack::BeginPlay()

// Called every frame
void APlaneTrack::Tick(float DeltaTime)

void APlaneTrack::LoadSplineTrackPoints()
    if (this->AircraftsRawDataTable != nullptr && this->CesiumGeoreference != nullptr)
        int32 PointIndex = 0;
        for (auto& row : this->AircraftsRawDataTable->GetRowMap())
            FAircraftRawData* Point = (FAircraftRawData*)row.Value;
            // Get row data point in lat/long/alt and transform it into UE4 points
            double PointLatitude = Point->latitude;
            double PointLongitude = Point->longitude;
            double PointHeight = Point->height;

            // Compute the position in UE coordinates
            glm::dvec3 UECoords = this->CesiumGeoreference->TransformLongitudeLatitudeHeightToUnreal(glm::dvec3(PointLongitude, PointLatitude, PointHeight));
            FVector SplinePointPosition = FVector(UECoords.x, UECoords.y, UECoords.z);
            this->SplineTrack->AddSplinePointAtIndex(SplinePointPosition, PointIndex, ESplineCoordinateSpace::World, false);

            // Get the up vector at the position to orient the aircraft
            const CesiumGeospatial::Ellipsoid& Ellipsoid = CesiumGeospatial::Ellipsoid::WGS84;
            glm::dvec3 upVector = Ellipsoid.geodeticSurfaceNormal(CesiumGeospatial::Cartographic(FMath::DegreesToRadians(PointLongitude), FMath::DegreesToRadians(PointLatitude), FMath::DegreesToRadians(PointHeight)));

            // Compute the up vector at each point to correctly orient the plane
            glm::dvec4 ecefUp(upVector, 0.0);
            const GeoTransforms& geoTransforms = this->CesiumGeoreference->GetGeoTransforms();
            const glm::dmat4& ecefToUnreal = geoTransforms.GetEllipsoidCenteredToAbsoluteUnrealWorldTransform();
            glm::dvec4 unrealUp = ecefToUnreal * ecefUp;
            this->SplineTrack->SetUpVectorAtSplinePoint(PointIndex, FVector(unrealUp.x, unrealUp.y, unrealUp.z), ESplineCoordinateSpace::World, false);



// Copyright 2020-2021 CesiumGS, Inc. and Contributors

#pragma once

#include "Components/SplineComponent.h"
#include "CesiumGeoreference.h"
#include "Engine/DataTable.h"

#include <glm/vec3.hpp>
#include "CesiumGeospatial/Ellipsoid.h"
#include "CesiumGeospatial/Cartographic.h"

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "PlaneTrack.generated.h"
// Add import paths. Make sure they go above the PlaneTrack.generated.h line

struct FAircraftRawData : public FTableRowBase

		: longitude(0.0)
		, latitude(0.0)
		, height(0.0)

	UPROPERTY(EditAnywhere, Category = "FlightTracker")
		double longitude;
	UPROPERTY(EditAnywhere, Category = "FlightTracker")
		double latitude;
	UPROPERTY(EditAnywhere, Category = "FlightTracker")
		double height;

class CESIUMFORUNREALSAMPLES_API APlaneTrack : public AActor
	// Sets default values for this actor's properties
	// Function to parse the data table and create the spline track
	UFUNCTION(BlueprintCallable, Category = "FlightTracker")
		void LoadSplineTrackPoints();
	// Spline variable to represent the plane track
	UPROPERTY(BlueprintReadOnly, Category = "FlightTracker")
		USplineComponent* SplineTrack;

	// Cesium class that contain many useful  coordinate conversion functions
	UPROPERTY(EditAnywhere, Category = "FlightTracker")
		ACesiumGeoreference* CesiumGeoreference;

	// An Unreal Engine data table to store the raw flight data
	UPROPERTY(EditAnywhere, Category = "FlightTracker")
		UDataTable* AircraftsRawDataTable;

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

	// Called every frame
	virtual void Tick(float DeltaTime) override;


the csv data is right ,download from https://cesiumjs.s3.amazonaws.com/downloads/SFO_to_CPH_flight_data_WGS84.csv

Hi @dailiwei,

The flight tracker project hasn’t been tested in UE5. Have you tried the project in UE4?

I’ll try to take a look at it when I get a chance and figure out if there’s something causing this issue from UE5.

When I run compile on UE 4.27 and visual studio I get an error message

#include “CesiumGeoreference.h”

#include <glm/vec3.hpp>
#include “CesiumGeospatial/Ellipsoid.h”
#include “CesiumGeospatial/Cartographic.h” all not found

Is the Cesium for Unreal plugin installed in UE 4.27? That error message suggests it might not be.