Unreal Cesium Network Multiplay Replicate

Hello, I’m in temporary project team of students studying Unreal Engine.

I am currently working on a multi-play flight simulation using Google API-based Ceium.

I tried to control this directly from the source, but unfortunately, UBT couldn’t read it properly, so I’m controlling Cesium 3DTiles and Overlay Polygon in blue print.

Our team is trying to implement multi-play through a steam-based listening server.
The host confirmed that the rendering near the user interface or Player Start we targeted was output properly.

The problem we found was that after the host opened the listening server and was travelled, the client navigated the online session and was travelled to that map, unlike the host, the rendering of 3DTiles was not done properly.

Attached is the picture below for your reference.


[Host]

[Client]

We’re aiming for up to four multi-players, and I’m baffled by the situation where the rendering isn’t going on at all in the client.

If you have any experience with this or have a solution, I would appreciate it if you could let me know through the email below.

hashin.chris@gmail.com

Thank you. Have a happy day

Hi @Chris_Kim, welcome to the community!

3D Tiles rendering is inherently viewpoint-dependent. So if tiles are missing or have the wrong level of detail, it’s usually because Cesium isn’t using the cameras that you expect for its tile selection.

By default, Cesium uses the camera associated with all player controllers. The code that does that is here:

So I think the first step is to step through there in your game and see if it’s finding the right camera for each of your players.