Unreal crash when I add a CesiumTMSRasterOverlay to a Cesium3DTileset

Can you please send me a private message with an access token for it as well?

Of course, done!

Can you tell me a little more about your use-case? I don’t think I’ve heard of someone creating many Actors with the same overlay before.

Sure:

I would like to render 500k buildings. I have no problem at all with untextured buildings. But I have three issues with textured buildings (simple cubes using a pool of ~10 facade textures, and individual roof textures extracted from the imagery):

  1. I tried to upload my CityGML files to Cesium Ion but I think it did timeout after a while (Something went wrong with the asset 1383263; already contacted the mentioned address). So now I have broke my dataset into 24 CityGML files (one per city) and try to upload each one individually to Ion (it works better).

  2. Even if the above works, I still have performance issues, even for a small portion of my dataset (cf. Texture loading optimization for buildings? - #5 by 0x974). The first one is a Texture streaming pool over budget warning as soon as I run the simulation, because of the textures (even if the LOD is well built by Ion).

  3. The second one is that FPS drastically drop each time the camera sudently move as 3dtiles load/unload (even if I try to disable frustum culling, which seems to have no effect).

To try to tackle these 3 problems, my idea is to not include roof textures in my CityGML dataset (only facade textures), and instead use a CesiumTileMapServiceRasterOverlay to texture roofs. Ideally, I would do it for only one Cesium3DTileset if I can upload it to Ion.

But I don’t know if it will really help performances. Hence my question about the cache.