# Unreal Georeference Synch with Cesium

**URL:** <https://community.cesium.com/t/unreal-georeference-synch-with-cesium/23960>\
**Category:** Cesium for Unreal\
**Created:** [May 11, 2023, 6:41pm UTC](https://community.cesium.com/t/unreal-georeference-synch-with-cesium/23960 "2023-05-11T18:41:14Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Johan\_Germishuys](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/johan_germishuys/32/4435_2.png) [@Johan\_Germishuys](https://community.cesium.com/u/Johan_Germishuys)\
**Post date:** [May 11, 2023, 6:41pm UTC](https://community.cesium.com/t/unreal-georeference-synch-with-cesium/23960/1 "2023-05-11T18:41:14Z")

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Hi,

I’d like to find out, we typically use the Unreal Georeferencing plugin. This is well supported, and we know it’s not likely to change. We’ve built several tools that allow us to place objects into the world easily.

Is there a way to synchronize the Cesium Plugin to this, and just use the coordinates from the built in plugin.

This can already be done in the ESRI plugin.

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [May 12, 2023, 2:06am UTC](https://community.cesium.com/t/unreal-georeference-synch-with-cesium/23960/2 "2023-05-12T02:06:03Z")

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There’s not currently anything built-in to do that, but I suspect it could be done relatively easily in a level blueprint by calling `SetGeoreferenceOriginLongitudeLatitudeHeight` on the CesiumGeoreference.

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**Author:** ![Johan\_Germishuys](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/johan_germishuys/32/4435_2.png) [@Johan\_Germishuys](https://community.cesium.com/u/Johan_Germishuys)\
**Post date:** [May 12, 2023, 1:48pm UTC](https://community.cesium.com/t/unreal-georeference-synch-with-cesium/23960/3 "2023-05-12T13:48:04Z")

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A sample would be great, and how can we push to have this included as a feature?

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [May 14, 2023, 10:10pm UTC](https://community.cesium.com/t/unreal-georeference-synch-with-cesium/23960/4 "2023-05-14T22:10:16Z")

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I’ve added a note to this issue so that we consider it in some upcoming georeference / globe anchor improvements that we have planned:

> <https://github.com/CesiumGS/cesium-unreal/issues/1072>
>
> The georeferencing system in Cesium for Unreal has served us well, but it is ove…rdue for some improvements:
> 
> 1. Use cesium-native's new \`LocalHorizontalCoordinateSystem\` and \`GlobeAnchor\` classes as the basis for the implementation of CesiumGeoreference and CesiumGlobeAnchor, respectively.
> 2. Use Actor nesting to indicate the relationship between a CesiumGeoreference and tilesets / globe anchors, rather than the kind of weird automatic discovery system we have now.
> 3. Make CesiumSubLevel a simple component that turns its sub-objects on and off, rather than using the now deprecated world composition system (see #729, #858, and #941)
> 4. Make CesiumOriginShift a component that can be attached to any object, rather than the georeference finding the first camera.
> 
> These changes will all be familiar from Cesium for Unity, which we implemented based on lots of experience from Unreal, so look at that for inspiration.
> 
> These probably represent breaking changes, though. It might justify a v2.0.

I’m afraid I can’t take the time to put together an example, but have a try and if you run into trouble I can help.
