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Releases: CesiumGS/cesium-unreal

Cesium for Unreal v1.12.1 (Unreal Engine 5)

06 Apr 00:24
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v1.12.1 - 2022-04-06

This release includes support for Unreal Engine v5.0 (the official, non-preview version) on Windows, Linux, and Android. For Unreal Engine 4, please see Cesium for Unreal v1.12.0 (Unreal Engine 4).

Other than the expanded platform and Unreal Engine version support, this release has no changes relative to v1.12.0.

Cesium for Unreal v1.12.0 (Unreal Engine 5)

01 Apr 08:44
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v1.12.0 - 2022-04-01

This release includes support for Unreal Engine v5.0 Preview 2 on Windows only. For Unreal Engine 4, please see Cesium for Unreal v1.12.0 (Unreal Engine 4).

Breaking Changes 📣
  • Removed the KeepWorldOriginNearCamera, OriginRebaseInsideSublevels, and MaximumWorldOriginDistanceFromCamera options from CesiumGeoreference. These options are not usually necessary with Unreal Engine 5's double-precision coordinates.
  • Renamed the WorldOriginCamera property on CesiumGeoreference to SubLevelCamera, as this property is now only used for switching sub-levels. Core Redirects should automatically make this change in Blueprints.
  • Removed Inaccurate from the name of a large number of Blueprint functions, now that Unreal Engine 5 supports double-precision in Blueprints. Core Redirects should automatically make this change in Blueprints.
Additions 🎉
  • Cesium for Unreal automatically enables Unreal Engine 5's "Enable Large Worlds" setting, which is required for correct culling of Cesium tilesets.
  • Raster overlays are now, by default, rendered using the default settings for the World texture group, which yields much higher quality on many platforms by enabling anisotrpic texture filtering. Shimmering of overlay textures in the distance should be drastically reduced.
  • New options on RasterOverlay give the user control over the texture group, texture filtering, and mipmapping used for overlay textures.
  • Improved the mapping between glTF textures and Unreal Engine texture options, which should improve texture quality in tilesets.
  • Added CesiumWebMapServiceRasterOverlay to pull raster overlays from a WMS server.
  • Added option to show Cesium3DTileset and CesiumRasterOverlay credits on screen, rather than in a separate popup.
Fixes 🔧
  • Fixed a leak of some of the memory used by tiles that were loaded but then ended up not being used because the camera had moved.
  • Fixed a leak of glTF emissive textures.
  • Fixed a bug introduced in v1.11.0 that used the Y-size of the right eye viewport for the left eye in tile selection for stereographic rendering.
  • Fixed a bug where glTF primitives with no render data are added to the glTF render result.

In addition to the above, this release updates cesium-native from v0.13.0 to v0.14.0. See the changelog for a complete list of changes in cesium-native.

Cesium for Unreal v1.12.0 (Unreal Engine 4)

01 Apr 08:44
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v1.12.0 - 2022-04-01

This release includes support for Unreal Engine v4.26 and v4.27 for Windows, Linux, macOS, Android, and iOS. Please select the appropriate ZIP for your version. For Unreal Engine 5, please see Cesium for Unreal v1.12.0 (Unreal Engine 5)

Additions 🎉
  • Raster overlays are now, by default, rendered using the default settings for the World texture group, which yields much higher quality on many platforms by enabling anisotrpic texture filtering. Shimmering of overlay textures in the distance should be drastically reduced.
  • New options on RasterOverlay give the user control over the texture group, texture filtering, and mipmapping used for overlay textures.
  • Improved the mapping between glTF textures and Unreal Engine texture options, which should improve texture quality in tilesets.
  • Added CesiumWebMapServiceRasterOverlay to pull raster overlays from a WMS server.
  • Added option to show Cesium3DTileset and CesiumRasterOverlay credits on screen, rather than in a separate popup.
Fixes 🔧
  • Fixed a leak of some of the memory used by tiles that were loaded but then ended up not being used because the camera had moved.
  • Fixed a leak of glTF emissive textures.
  • Fixed a bug introduced in v1.11.0 that used the Y-size of the right eye viewport for the left eye in tile selection for stereographic rendering.
  • Fixed a bug where glTF primitives with no render data are added to the glTF render result.

In addition to the above, this release updates cesium-native from v0.13.0 to v0.14.0. See the changelog for a complete list of changes in cesium-native.

Cesium for Unreal v1.11.0

01 Mar 12:23
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v1.11.0 - 2022-03-01

This release includes support for Unreal Engine v4.26 and v4.27. Please select the appropriate ZIP for your version.

There is also an experimental release for Unreal Engine 5 (preview 1) on Windows. Expect bugs!

Breaking Changes 📣
  • Exclusion Zones have been deprecated and will be removed in a future release. Please use the Cartographic Polygon Actor instead.
Additions 🎉
  • Added experimental support for Unreal Engine 5 (preview 1).
  • Added collision meshes for tilesets when using the Chaos physics engine.
  • Integrated GPU pixel compression formats received from Cesium Native into Unreal's texture system.
  • Added support for the CESIUM_RTC glTF extension.
  • Added the ability to set tne Georeference origin from ECEF coordinates in Blueprints and C++.
  • Exposed the Cesium ion endpoint URL as a property on tilesets and raster overlays.
Fixes 🔧
  • Fixed bug where certain pitch values in "Innaccurate Fly to Location Longitude Latitude Height" cause gimbal lock.
  • Fixed a bug that caused a graphical glitch by using 16-bit indices when 32-bit indices are needed.
  • Fixed a bug where tileset metadata from a feature table was not decoded correctly from UTF-8.
  • Improved the shadows, making shadows fade in and out less noticable.
  • The Cesium ion Token Troubleshooting panel will no longer appear in game worlds, including Play-In-Editor.

In addition to the above, this release updates cesium-native from v0.12.0 to v0.13.0. See the changelog for a complete list of changes in cesium-native.

Cesium for Unreal v1.10.1

01 Feb 14:07
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v1.10.1 - 2022-02-01

This release includes support for Unreal Engine v4.26 and v4.27. Please select the appropriate ZIP for your version.

Fixes 🔧
  • Fixed a crash at startup on Android devices introduced in v1.10.0.

Cesium for Unreal v1.10.0

01 Feb 10:32
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v1.10.0 - 2022-02-01

This release includes support for Unreal Engine v4.26 and v4.27. Please select the appropriate ZIP for your version.

Breaking Changes 📣
  • The following Blueprints and C++ functions on CesiumSunSky have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.
    • EnableMobileRendering to UseMobileRendering
    • AdjustAtmosphereRadius to UpdateAtmosphereRadius
Additions 🎉
  • Added Cesium Cartographic Polygon to the Cesium Quick Add panel.
  • Improved the Cesium ion token management. Instead of automatically creating a Cesium ion token for each project, Cesium for Unreal now prompts you to select or create a token the first time one is needed.
  • Added a Cesium ion Token Troubleshooting panel that appears when there is a problem connecting to Cesium ion tilesets and raster overlays.
  • The new FCesiumCamera and ACesiumCameraManager can be used to register and update custom camera views into Cesium tilesets.
Fixes 🔧
  • Fixed a crash when editing the georeference detail panel while a sublevel is active.
  • Improved the organization of CesiumSunSky parameters in the Details Panel.
  • Improved the organization of CesiumGlobeAnchorComponent parameters in the Details Panel.

In addition to the above, this release updates cesium-native from v0.11.0 to v0.12.0. See the changelog for a complete list of changes in cesium-native.

Cesium for Unreal v1.9.0

03 Jan 21:23
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v1.9.0 - 2022-01-03

Fixes 🔧
  • Fixed a bug that could cause incorrect LOD and culling when viewing a camera in-editor and the camera's aspect ratio does not match the viewport window's aspect ratio.

In addition to the above, this release updates cesium-native from v0.10.0 to v0.11.0. See the changelog for a complete list of changes in cesium-native.

Cesium for Unreal v1.8.1

02 Dec 00:03
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v1.8.1 - 2021-12-02

This release includes support for Unreal Engine v4.26 and v4.27. Please select the appropriate ZIP for your version.

In this release, the cesium-native binaries are built using Xcode 11.3 on macOS instead of Xcode 12. Other platforms are unchanged from v1.8.0.

Cesium for Unreal v1.8.0

01 Dec 05:37
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v1.8.0 - 2021-12-01

This release includes support for Unreal Engine v4.26 and v4.27. Please select the appropriate ZIP for your version.

Additions 🎉
  • Cesium3DTileset now has options for enabling custom depth and stencil buffer.
  • Added CesiumDebugColorizeTilesRasterOverlay to visualize how a tileset is divided into tiles.
  • Added Log Selection Stats debug option to the Cesium3DTileset Actor.
  • Exposed raster overlay properties to Blueprints, so that overlays can be created and manipulated with Blueprints.
Fixes 🔧
  • Cesium for Unreal now does a much better job of releasing memory when the Unreal Engine garbage collector is not active, such as in the Editor.
  • Fixed a bug that could cause an incorrect field-of-view angle to be used for tile selection in the Editor.
  • Fixed a bug that caused GlobeAwareDefaultPawn (and its derived classes, notably DynamicPawn) to completely ignore short flights.

In addition to the above, this release updates cesium-native from v0.9.0 to v0.10.0. See the changelog for a complete list of changes in cesium-native.

Cesium for Unreal v1.7.0

01 Nov 06:35
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v1.7.0 - 2021-11-01

This release includes support for Unreal Engine v4.26 and v4.27. Please select the appropriate ZIP for your version.

Breaking Changes 📣
  • Removed CesiumGlobeAnchorParent, which was deprecated in v1.3.0. The CesiumGlobeAnchorParent functionality can be recreated using an empty actor with a CesiumGlobeAnchorComponent.
  • Removed the FixTransformOnOriginRebase property from CesiumGeoreferenceComponent, and the component now always acts as if it is enabled. This should now work correctly even for objects that are moved by physics or other Unreal Engine mechanisms.
  • The SnapToEastSouthUp function on CesiumGeoreference no longer resets the Scale back to 1.0. It only modifies the rotation.
  • The following CesiumGeoreferenceComponent Blueprints and C++ functions no longer take a MaintainRelativeOrientation parameter. Instead, this behavior is controlled by the AdjustOrientationForGlobeWhenMoving property.
    • MoveToLongitudeLatitudeHeight
    • InaccurateMoveToLongitudeLatitudeHeight
    • MoveToECEF
    • InaccurateMoveToECEF
  • Renamed CesiumGeoreferenceComponent to CesiumGlobeAnchorComponent.
  • CesiumSunSky has been converted from Blueprints to C++. Backward compatibility should be preserved in most cases, but some less common scenarios may break.
  • GlobeAwareDefaultPawn, DynamicPawn, and CesiumSunSky no longer have a Georeference property. Instead, they have a CesiumGlobeAnchor component that has a Georeference property.
  • The Georeference property on most Cesium types can now be null if it has not been set explicitly in the Editor. To get the effective Georeference, including one that has been discovered in the level, use the ResolvedGeoreference property or call the ResolveGeoreference function.
  • Removed the option to locate the Georeference at the "Bounding Volume Origin". It was confusing and almost never useful.
  • The CheckForNewSubLevels and JumpToCurrentLevel functions in CesiumGeoreference have been removed. New sub-levels now automatically appear without an explicit check, and the current sub-level can be changed using the standard Unreal Engine Levels panel.
  • Removed the CurrentLevelIndex property from CesiumGeoreference. The sub-level that is currently active in the Editor can be queried with the GetCurrentLevel function of the World.
  • Removed the SunSky property from CesiumGeoreference. The CesiumSunSky now holds a reference to the CesiumGeoreference, rather than the other way around.
  • The following Blueprints and C++ functions on CesiumGeoreference have been renamed. CoreRedirects have been provided to handle the renames automatically for Blueprints.
    • TransformLongitudeLatitudeHeightToUe to TransformLongitudeLatitudeHeightToUnreal
    • InaccurateTransformLongitudeLatitudeHeightToUe to InaccurateTransformLongitudeLatitudeHeightToUnreal
    • TransformUeToLongitudeLatitudeHeight to TransformLongitudeLatitudeHeightToUnreal
    • InaccurateTransformUeToLongitudeLatitudeHeight to InaccurateTransformUnrealToLongitudeLatitudeHeight
    • TransformEcefToUe to TransformEcefToUnreal
    • InaccurateTransformEcefToUe to InaccurateTransformEcefToUnreal
    • TransformUeToEcef to TransformUnrealToEcef
    • InaccurateTransformUeToEcef to InaccurateTransformUnrealToEcef
    • TransformRotatorUeToEnu to TransformRotatorUnrealToEastNorthUp
    • InaccurateTransformRotatorUeToEnu to InaccurateTransformRotatorUnrealToEastNorthUp
    • TransformRotatorEnuToUe to TransformRotatorEastNorthUpToUnreal
    • InaccurateTransformRotatorEnuToUe to InaccurateTransformRotatorEastNorthUpToUnreal
  • The following C++ functions on CesiumGeoreference have been removed:
    • GetGeoreferencedToEllipsoidCenteredTransform and GetEllipsoidCenteredToGeoreferencedTransform moved to GeoTransforms, which is accessible via the getGeoTransforms function on CesiumGeoreference.
    • GetUnrealWorldToEllipsoidCenteredTransform has been replaced with TransformUnrealToEcef except that the latter takes standard Unreal world coordinates rather than absolute world coordinates. If you have absolute world coordinates, subtract the World's OriginLocation before calling the new function.
    • GetEllipsoidCenteredToUnrealWorldTransform has been replaced with TransformEcefToUnreal except that the latter returns standard Unreal world coordinates rather than absolute world coordinates. If you want absolute world coordinates, add the World's OriginLocation to the return value.
    • AddGeoreferencedObject should be replaced with a subscription to the new OnGeoreferenceUpdated event.
Additions 🎉
  • Improved the workflow for managing georeferenced sub-levels.
  • CesiumSunSky now automatically adjusts the atmosphere size based on the player Pawn's position to avoid tiled artifacts in the atmosphere when viewing the globe from far away.
  • GlobeAwareDefaultPawn and derived classes like DynamicPawn now have a CesiumGlobeAnchorComponent attached to them. This allows more consistent movement on the globe, and allows the pawn's Longitude/Latitude/Height or ECEF coordinates to be specified directly in the Editor.
  • CesiumSunSky now has an EnableMobileRendering flag that, when enabled, switches to a mobile-compatible atmosphere rendering technique.
  • CesiumCartographicPolygon's GlobeAnchor and Polygon are now exposed in the Editor and to Blueprints.
  • Added InaccurateGetLongitudeLatitudeHeight and InaccurateGetECEF functions to CesiumGlobeAnchorComponent, allowing access to the current position of a globe-anchored Actor from Blueprints.
  • Added support for collision object types on 'ACesium3DTileset' actors.
Fixes 🔧
  • Cesium objects in a sub-level will now successfully find and use the CesiumGeoreference and CesiumCreditSystem object in the Persistent Level when these properties are left unset. For best results, we suggest removing all instances of these objects from sub-levels.
  • Fixed a bug that made the Time-of-Day widget forget the time when it was closed and re-opened.
  • Undo/Redo now work more reliably for CesiumGlobeAnchor properties.
  • We now explicitly free the PlatformData and renderer resources associated with UTexture2D instances created for raster overlays when the textures are no longer needed. By relying less on the Unreal Engine garbage collector, this helps keep memory usage lower. It also keeps memory from going up so quickly in the Editor, which by default does not run the garbage collector at all.

In addition to the above, this release updates cesium-native from v0.8.0 to v0.9.0. See the changelog for a complete list of changes in cesium-native.