Hi, I’m working on a project where we have a Cesium 3D tile with Google earth in the background, I look’s and works great until we try and use it in the VR templet, the base map from google earth becomes see through and glitchy. Has anyone experienced this and found a fix for it ?
Normal Google Earth map.
VR Google Earth map.
I believe this is the same problem described here:
Hi there,
I am investigating the use of Cesium in a VR project in Unreal 5.1 (soon to upgrade to 5.2)
I have noticed that there are strange artifacts (dithering?) on the terrain when running with forward rendering and MSAA enabled. (Note this issue occurs in the editor / pc standalone also so isn’t specific to VR)
Is this a known issue, and, if so, is there a fix/solution for this?
TAA doesn’t seem to have the same issue, but is looking unsuitable for our needs.
Thanks,
Chris
There’s a workaround in that thread.
Hi, thanks for your replay.
We are also having a issue with packaging failing in the collaboration template for architecture.
It packages fine without Cesium but as soon as we add the Cesium plugin the packaging fails.
Here is the last bit of the log.
UATHelper: Packaging (Windows): LogCookCommandlet: Display: =======================================================================================================
UATHelper: Packaging (Windows): LogCookCommandlet: Display: Asset Type Total Time (Sec) GameThread Time (Sec) Assets Built MB Processed
UATHelper: Packaging (Windows): LogCookCommandlet: Display: ---------------------------------- ---------------- --------------------- ------------ ------------
UATHelper: Packaging (Windows): LogCookCommandlet: Display: NavCollision 14.40 0.01 0 4.43
UATHelper: Packaging (Windows): LogCookCommandlet: Display: DistanceField 11.58 0.02 0 11.57
UATHelper: Packaging (Windows): LogCookCommandlet: Display: CardRepresentation 7.43 0.01 0 0.05
UATHelper: Packaging (Windows): LogCookCommandlet: Display: StaticMesh 2.91 0.02 0 17.39
UATHelper: Packaging (Windows): LogCookCommandlet: Display: Texture (Streaming) 0.88 0.00 0 83.26
UATHelper: Packaging (Windows): LogCookCommandlet: Display: GlobalShader 0.74 0.74 0 42.35
UATHelper: Packaging (Windows): LogCookCommandlet: Display: BodySetup 0.35 0.18 340 16.59
UATHelper: Packaging (Windows): LogCookCommandlet: Display: MaterialShader 0.30 0.30 0 71.99
UATHelper: Packaging (Windows): LogCookCommandlet: Display: SkeletalMesh 0.12 0.00 0 13.89
UATHelper: Packaging (Windows): LogCookCommandlet: Display: Audio (Streaming) 0.10 0.00 1 0.01
UATHelper: Packaging (Windows): LogCookCommandlet: Display: Texture (Inline) 0.01 0.01 0 278.84
UATHelper: Packaging (Windows): LogCookCommandlet: Display: AnimSequence 0.01 0.01 0 0.29
UATHelper: Packaging (Windows): LogCookCommandlet: Display: Audio (Inline) 0.00 0.00 0 0.01
UATHelper: Packaging (Windows): LogPackageBuildDependencyTracker: Display: Package Accesses (463 referencing packages with a total of 4882 unique accesses)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows): LogInit: Display: -----------------------------------
UATHelper: Packaging (Windows): LogInit: Display: LoadErrors: Error: Collision Profile settings do not include an entry for the Water Body Collision profile, which is required for water collision to function. Add entry to DefaultEngine.ini?
UATHelper: Packaging (Windows): LogInit: Display: LogCesium: Warning: “Enable World Bounds Checks” in the world settings is currently enabled. Please consider disabling it to avoid potential issues.
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): LogInit: Display: Failure - 1 error(s), 1 warning(s)
UATHelper: Packaging (Windows): LogInit: Display:
UATHelper: Packaging (Windows): Execution of commandlet took: 36.02 seconds
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === FShaderJobCache stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Total job queries 0, among them cache hits 0 (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Tracking 0 distinct input hashes that result in 0 distinct outputs (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: RAM used: 0.00 MB (0.00 GB) of 1638.40 MB (1.60 GB) budget. Usage: 0.00%
UATHelper: Packaging (Windows): LogShaderCompilers: Display: === Shader Compilation stats ===
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Shaders Compiled: 0
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0.00%)
UATHelper: Packaging (Windows): LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
UATHelper: Packaging (Windows): LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): Took 57.6561731s to run UnrealEditor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows): ERROR: Cook failed.
UATHelper: Packaging (Windows): (see C:\Users\Olver.Thorarinsson\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.1\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 1m 52s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
LogAudioMixer: Warning: Decoder Error, stopping source [CompileFailed]