Using Unreal's Level Streaming for Cesium Sublevels

Hi there,

We’ve been having an issue recently where if the user pans over many sublevels in Cesium too quickly it can cause some levels to stay loaded whilst outside of the load area. I believe this can be due to a race condition when the levels are loading whilst we exit the load area.

To combat this, I notice that when we start the application all of the sublevels are loaded and then unloaded causing a large frame time spike at the start of the application; dependent on the size of the SubLevels.

I was curious to explore using Unreal’s Level streaming rather than level actors in Unreal for Cesium’s sub levels so that levels are only loaded when visited. I was curious to know if this approach had been explored before? What was the reason to use level actors for Cesium sublevels over other approaches?

Many thanks for your responses,

Kieran

I will leave the GitHub issues I have raised also: