Kevin Ring

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This is not completely fixed yet, because getting the viewport size from the movie render queue system is really difficult. See https://udn.unrealengine.com/s/question/0D54z00007LQvtdCAD/how-to-get-the-viewport-size-when-using-the-movie-render-queue

Based on the conversation with Epic above, the current best plan I can think of is this: 1. Create a new plugin, "Cesium for Unreal Movie Render Queue Support" or...

Yes it has to be a separate plugin @shehzan10, otherwise the Cesium for Unreal plugin would have a hard dependency on the Movie Render Queue plugin.

Thanks for the pull request @mmoedinhas! Your use-case makes sense, but I'm a little wary of exposing UCesiumGltfPrimitiveComponent, because it's an implementation detail that is fairly likely to change in...

This is possible today, but it's a little roundabout. Basically you need to use _both_ a second georeference set to "True Origin", _and_ a Globe Anchor attached to the tileset...

@joseph-kaile I believe you fixed this one when you implemented the RTF-based credits, right?

My first thought when I see flickering like that is that there is a problem with tile bounding volumes, causing erroneous occlusion culling. We had a bug like that awhile...

Another thing to mention is that if the flickering happens with small camera movement, it's probably not cache related. A video of the problem might help might it clearer.