Cesium for Unreal 2.12.0
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#include <Cesium3DTileset.h>
Public Member Functions | |
ACesium3DTileset () | |
virtual | ~ACesium3DTileset () |
EComponentMobility::Type | GetMobility () const |
void | SetMobility (EComponentMobility::Type NewMobility) |
void | SampleHeightMostDetailed (const TArray< FVector > &LongitudeLatitudeHeightArray, FCesiumSampleHeightMostDetailedCallback OnHeightsSampled) |
Initiates an asynchronous query for the height of this tileset at a list of cartographic positions, where the Longitude (X) and Latitude (Y) are given in degrees. | |
TSoftObjectPtr< ACesiumGeoreference > | GetGeoreference () const |
The designated georeference actor controlling how the actor's coordinate system relates to the coordinate system in this Unreal Engine level. | |
void | SetGeoreference (TSoftObjectPtr< ACesiumGeoreference > NewGeoreference) |
The designated georeference actor controlling how the actor's coordinate system relates to the coordinate system in this Unreal Engine level. | |
ACesiumGeoreference * | ResolveGeoreference () |
Resolves the Cesium Georeference to use with this Actor. | |
void | InvalidateResolvedGeoreference () |
Invalidates the cached resolved georeference, unsubscribing from it and setting it to null. | |
TSoftObjectPtr< ACesiumCreditSystem > | GetCreditSystem () const |
The actor managing this tileset's content attributions. | |
void | SetCreditSystem (TSoftObjectPtr< ACesiumCreditSystem > NewCreditSystem) |
The actor managing this tileset's content attributions. | |
ACesiumCreditSystem * | ResolveCreditSystem () |
Resolves the Cesium Credit System to use with this Actor. | |
void | InvalidateResolvedCreditSystem () |
Invalidates the cached resolved Credit System, setting it to null. | |
TSoftObjectPtr< ACesiumCameraManager > | GetCameraManager () const |
The actor providing custom cameras for use with this Tileset. | |
void | SetCameraManager (TSoftObjectPtr< ACesiumCameraManager > NewCameraManager) |
The actor providing custom cameras for use with this Tileset. | |
ACesiumCameraManager * | ResolveCameraManager () |
Resolves the Cesium Camera Manager to use with this Actor. | |
void | InvalidateResolvedCameraManager () |
Invalidates the cached resolved Camera Manager, setting it to null. | |
void | RefreshTileset () |
Refreshes this tileset, ensuring that all materials and other settings are applied. | |
float | GetLoadProgress () const |
bool | GetUseLodTransitions () const |
void | SetUseLodTransitions (bool InUseLodTransitions) |
ETilesetSource | GetTilesetSource () const |
void | SetTilesetSource (ETilesetSource InSource) |
FString | GetUrl () const |
void | SetUrl (const FString &InUrl) |
int64 | GetIonAssetID () const |
void | SetIonAssetID (int64 InAssetID) |
FString | GetIonAccessToken () const |
void | SetIonAccessToken (const FString &InAccessToken) |
UCesiumIonServer * | GetCesiumIonServer () const |
void | SetCesiumIonServer (UCesiumIonServer *Server) |
double | GetMaximumScreenSpaceError () |
void | SetMaximumScreenSpaceError (double InMaximumScreenSpaceError) |
bool | GetEnableOcclusionCulling () const |
void | SetEnableOcclusionCulling (bool bEnableOcclusionCulling) |
int32 | GetOcclusionPoolSize () const |
void | SetOcclusionPoolSize (int32 newOcclusionPoolSize) |
bool | GetDelayRefinementForOcclusion () const |
void | SetDelayRefinementForOcclusion (bool bDelayRefinementForOcclusion) |
bool | GetCreatePhysicsMeshes () const |
void | SetCreatePhysicsMeshes (bool bCreatePhysicsMeshes) |
bool | GetCreateNavCollision () const |
void | SetCreateNavCollision (bool bCreateNavCollision) |
bool | GetAlwaysIncludeTangents () const |
void | SetAlwaysIncludeTangents (bool bAlwaysIncludeTangents) |
bool | GetGenerateSmoothNormals () const |
void | SetGenerateSmoothNormals (bool bGenerateSmoothNormals) |
bool | GetEnableWaterMask () const |
void | SetEnableWaterMask (bool bEnableMask) |
bool | GetIgnoreKhrMaterialsUnlit () const |
void | SetIgnoreKhrMaterialsUnlit (bool bIgnoreKhrMaterialsUnlit) |
UMaterialInterface * | GetMaterial () const |
void | SetMaterial (UMaterialInterface *InMaterial) |
UMaterialInterface * | GetTranslucentMaterial () const |
void | SetTranslucentMaterial (UMaterialInterface *InMaterial) |
UMaterialInterface * | GetWaterMaterial () const |
void | SetWaterMaterial (UMaterialInterface *InMaterial) |
FCustomDepthParameters | GetCustomDepthParameters () const |
void | SetCustomDepthParameters (FCustomDepthParameters InCustomDepthParameters) |
FCesiumPointCloudShading | GetPointCloudShading () const |
void | SetPointCloudShading (FCesiumPointCloudShading InPointCloudShading) |
void | PlayMovieSequencer () |
void | StopMovieSequencer () |
void | PauseMovieSequencer () |
const glm::dmat4 & | GetCesiumTilesetToUnrealRelativeWorldTransform () const |
This method is not supposed to be called by clients. | |
Cesium3DTilesSelection::Tileset * | GetTileset () |
const Cesium3DTilesSelection::Tileset * | GetTileset () const |
const std::optional< FCesiumFeaturesMetadataDescription > & | getFeaturesMetadataDescription () const |
virtual bool | ShouldTickIfViewportsOnly () const override |
virtual void | Tick (float DeltaTime) override |
virtual void | BeginDestroy () override |
virtual bool | IsReadyForFinishDestroy () override |
virtual void | Destroyed () override |
virtual void | EndPlay (const EEndPlayReason::Type EndPlayReason) override |
virtual void | PostLoad () override |
virtual void | Serialize (FArchive &Ar) override |
void | UpdateLoadStatus () |
void | UpdateTransformFromCesium () |
Update the transforms of the glTF components based on the the transform of the root component. | |
Public Attributes | |
bool | ShowCreditsOnScreen = false |
Whether or not to show this tileset's credits on screen. | |
double | MaximumScreenSpaceError = 16.0 |
The maximum number of pixels of error when rendering this tileset. | |
EApplyDpiScaling | ApplyDpiScaling = EApplyDpiScaling::UseProjectDefault |
Scale Level-of-Detail by Display DPI. | |
bool | PreloadAncestors = true |
Whether to preload ancestor tiles. | |
bool | PreloadSiblings = true |
Whether to preload sibling tiles. | |
bool | ForbidHoles = false |
Whether to unrefine back to a parent tile when a child isn't done loading. | |
int32 | MaximumSimultaneousTileLoads = 20 |
The maximum number of tiles that may be loaded at once. | |
int64 | MaximumCachedBytes = 256 * 1024 * 1024 |
The maximum number of bytes that may be cached. | |
int32 | LoadingDescendantLimit = 20 |
The number of loading descendents a tile should allow before deciding to render itself instead of waiting. | |
bool | EnableFrustumCulling = true |
Whether to cull tiles that are outside the frustum. | |
bool | EnableFogCulling = true |
Whether to cull tiles that are occluded by fog. | |
bool | EnforceCulledScreenSpaceError = false |
Whether a specified screen-space error should be enforced for tiles that are outside the frustum or hidden in fog. | |
double | CulledScreenSpaceError = 64.0 |
The screen-space error to be enforced for tiles that are outside the view frustum or hidden in fog. | |
bool | CanEnableOcclusionCulling = false |
bool | EnableOcclusionCulling = true |
Whether to cull tiles that are occluded. | |
int32 | OcclusionPoolSize = 500 |
The number of CesiumBoundingVolumeComponents to use for querying the occlusion state of traversed tiles. | |
bool | DelayRefinementForOcclusion = true |
Whether to wait for valid occlusion results before refining tiles. | |
bool | SuspendUpdate |
Pauses level-of-detail and culling updates of this tileset. | |
bool | UpdateInEditor = true |
If true, this tileset is ticked/updated in the editor. | |
bool | LogSelectionStats = false |
If true, stats about tile selection are printed to the Output Log. | |
bool | LogSharedAssetStats = false |
If true, logs stats on the assets in this tileset's shared asset system to the Output Log. | |
bool | DrawTileInfo = false |
If true, draws debug text above each tile being rendered with information about that tile. | |
FBodyInstance | BodyInstance |
Define the collision profile for all the 3D tiles created inside this actor. | |
FCompletedLoadTrigger | OnTilesetLoaded |
A delegate that will be called whenever the tileset is fully loaded. | |
bool | UseLodTransitions = false |
Use a dithering effect when transitioning between tiles of different LODs. | |
float | LodTransitionLength = 0.5f |
How long dithered LOD transitions between different tiles should take, in seconds. | |
Protected Member Functions | |
virtual void | BeginPlay () override |
virtual void | OnConstruction (const FTransform &Transform) override |
void | PostInitProperties () override |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. | |
virtual void | NotifyHit (class UPrimitiveComponent *MyComp, AActor *Other, class UPrimitiveComponent *OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult &Hit) override |
Protected Attributes | |
FString | PlatformName |
Friends | |
class | UnrealResourcePreparer |
class | UCesiumGltfPointsComponent |
Definition at line 93 of file Cesium3DTileset.h.
ACesium3DTileset::ACesium3DTileset | ( | ) |
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Definition at line 1032 of file Cesium3DTileset.h.
TSoftObjectPtr< ACesiumCameraManager > ACesium3DTileset::GetCameraManager | ( | ) | const |
The actor providing custom cameras for use with this Tileset.
If this is null, the Tileset will find and use the first CesiumCameraManager Actor in the level, or create one if necessary. To get the active/effective Camera Manager from Blueprints or C++, use ResolvedCameraManager instead.
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Definition at line 988 of file Cesium3DTileset.h.
const glm::dmat4 & ACesium3DTileset::GetCesiumTilesetToUnrealRelativeWorldTransform | ( | ) | const |
This method is not supposed to be called by clients.
It is currently only required by the UnrealResourcePreparer.
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Definition at line 1026 of file Cesium3DTileset.h.
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Definition at line 1020 of file Cesium3DTileset.h.
TSoftObjectPtr< ACesiumCreditSystem > ACesium3DTileset::GetCreditSystem | ( | ) | const |
The actor managing this tileset's content attributions.
If this is null, the Tileset will find and use the first Credit System Actor in the level, or create one if necessary. To get the active/effective Credit System from Blueprints or C++, use ResolvedCreditSystem instead.
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Definition at line 1075 of file Cesium3DTileset.h.
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Definition at line 1012 of file Cesium3DTileset.h.
bool ACesium3DTileset::GetEnableOcclusionCulling | ( | ) | const |
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Definition at line 1044 of file Cesium3DTileset.h.
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Definition at line 1118 of file Cesium3DTileset.h.
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Definition at line 1038 of file Cesium3DTileset.h.
TSoftObjectPtr< ACesiumGeoreference > ACesium3DTileset::GetGeoreference | ( | ) | const |
The designated georeference actor controlling how the actor's coordinate system relates to the coordinate system in this Unreal Engine level.
If this is null, the Tileset will find and use the first Georeference Actor in the level, or create one if necessary. To get the active/effective Georeference from Blueprints or C++, use ResolvedGeoreference instead.
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Definition at line 1050 of file Cesium3DTileset.h.
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Definition at line 982 of file Cesium3DTileset.h.
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Definition at line 976 of file Cesium3DTileset.h.
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Definition at line 955 of file Cesium3DTileset.h.
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Definition at line 1055 of file Cesium3DTileset.h.
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Definition at line 994 of file Cesium3DTileset.h.
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Definition at line 114 of file Cesium3DTileset.h.
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Definition at line 1006 of file Cesium3DTileset.h.
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Definition at line 1083 of file Cesium3DTileset.h.
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Definition at line 1110 of file Cesium3DTileset.h.
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Definition at line 1113 of file Cesium3DTileset.h.
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Definition at line 964 of file Cesium3DTileset.h.
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Definition at line 1061 of file Cesium3DTileset.h.
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Definition at line 970 of file Cesium3DTileset.h.
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Definition at line 958 of file Cesium3DTileset.h.
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Definition at line 1069 of file Cesium3DTileset.h.
void ACesium3DTileset::InvalidateResolvedCameraManager | ( | ) |
Invalidates the cached resolved Camera Manager, setting it to null.
The next time ResolveCameraManager is called, the Camera Manager will be re-resolved.
void ACesium3DTileset::InvalidateResolvedCreditSystem | ( | ) |
Invalidates the cached resolved Credit System, setting it to null.
The next time ResolveCreditSystem is called, the Credit System will be re-resolved.
void ACesium3DTileset::InvalidateResolvedGeoreference | ( | ) |
Invalidates the cached resolved georeference, unsubscribing from it and setting it to null.
The next time ResolveGeoreference is called, the Georeference will be re-resolved and re-subscribed.
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void ACesium3DTileset::PauseMovieSequencer | ( | ) |
void ACesium3DTileset::PlayMovieSequencer | ( | ) |
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Called after the C++ constructor and after the properties have been initialized, including those loaded from config.
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void ACesium3DTileset::RefreshTileset | ( | ) |
Refreshes this tileset, ensuring that all materials and other settings are applied.
It is not usually necessary to invoke this, but when behind-the-scenes changes are made and not reflected in the tileset, this function can help.
ACesiumCameraManager * ACesium3DTileset::ResolveCameraManager | ( | ) |
Resolves the Cesium Camera Manager to use with this Actor.
Returns the value of the CameraManager property if it is set. Otherwise, finds a Camera Manager in the World and returns it, creating it if necessary. The resolved Camera Manager is cached so subsequent calls to this function will return the same instance.
ACesiumCreditSystem * ACesium3DTileset::ResolveCreditSystem | ( | ) |
Resolves the Cesium Credit System to use with this Actor.
Returns the value of the CreditSystem property if it is set. Otherwise, finds a Credit System in the World and returns it, creating it if necessary. The resolved Credit System is cached so subsequent calls to this function will return the same instance.
ACesiumGeoreference * ACesium3DTileset::ResolveGeoreference | ( | ) |
Resolves the Cesium Georeference to use with this Actor.
Returns the value of the Georeference property if it is set. Otherwise, finds a Georeference in the World and returns it, creating it if necessary. The resolved Georeference is cached so subsequent calls to this function will return the same instance.
void ACesium3DTileset::SampleHeightMostDetailed | ( | const TArray< FVector > & | LongitudeLatitudeHeightArray, |
FCesiumSampleHeightMostDetailedCallback | OnHeightsSampled ) |
Initiates an asynchronous query for the height of this tileset at a list of cartographic positions, where the Longitude (X) and Latitude (Y) are given in degrees.
The most detailed available tiles are used to determine each height.
The height of the input positions is ignored, unless height sampling fails at that location. The output height is expressed in meters above the ellipsoid (usually WGS84), which should not be confused with a height above mean sea level.
LongitudeLatitudeHeightArray | The cartographic positions for which to sample heights. The Longitude (X) and Latitude (Y) are expressed in degrees, while Height (Z) is given in meters. |
OnHeightsSampled | A callback that is invoked in the game thread when heights have been sampled for all positions. |
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void ACesium3DTileset::SetAlwaysIncludeTangents | ( | bool | bAlwaysIncludeTangents | ) |
void ACesium3DTileset::SetCameraManager | ( | TSoftObjectPtr< ACesiumCameraManager > | NewCameraManager | ) |
The actor providing custom cameras for use with this Tileset.
If this is null, the Tileset will find and use the first CesiumCameraManager Actor in the level, or create one if necessary. To get the active/effective Camera Manager from Blueprints or C++, use ResolvedCameraManager instead.
void ACesium3DTileset::SetCesiumIonServer | ( | UCesiumIonServer * | Server | ) |
void ACesium3DTileset::SetCreateNavCollision | ( | bool | bCreateNavCollision | ) |
void ACesium3DTileset::SetCreatePhysicsMeshes | ( | bool | bCreatePhysicsMeshes | ) |
void ACesium3DTileset::SetCreditSystem | ( | TSoftObjectPtr< ACesiumCreditSystem > | NewCreditSystem | ) |
The actor managing this tileset's content attributions.
If this is null, the Tileset will find and use the first Credit System Actor in the level, or create one if necessary. To get the active/effective Credit System from Blueprints or C++, use ResolvedCreditSystem instead.
void ACesium3DTileset::SetCustomDepthParameters | ( | FCustomDepthParameters | InCustomDepthParameters | ) |
void ACesium3DTileset::SetDelayRefinementForOcclusion | ( | bool | bDelayRefinementForOcclusion | ) |
void ACesium3DTileset::SetEnableOcclusionCulling | ( | bool | bEnableOcclusionCulling | ) |
void ACesium3DTileset::SetEnableWaterMask | ( | bool | bEnableMask | ) |
void ACesium3DTileset::SetGenerateSmoothNormals | ( | bool | bGenerateSmoothNormals | ) |
void ACesium3DTileset::SetGeoreference | ( | TSoftObjectPtr< ACesiumGeoreference > | NewGeoreference | ) |
The designated georeference actor controlling how the actor's coordinate system relates to the coordinate system in this Unreal Engine level.
If this is null, the Tileset will find and use the first Georeference Actor in the level, or create one if necessary. To get the active/effective Georeference from Blueprints or C++, use ResolvedGeoreference instead.
void ACesium3DTileset::SetIgnoreKhrMaterialsUnlit | ( | bool | bIgnoreKhrMaterialsUnlit | ) |
void ACesium3DTileset::SetIonAccessToken | ( | const FString & | InAccessToken | ) |
void ACesium3DTileset::SetIonAssetID | ( | int64 | InAssetID | ) |
void ACesium3DTileset::SetMaterial | ( | UMaterialInterface * | InMaterial | ) |
void ACesium3DTileset::SetMaximumScreenSpaceError | ( | double | InMaximumScreenSpaceError | ) |
void ACesium3DTileset::SetMobility | ( | EComponentMobility::Type | NewMobility | ) |
void ACesium3DTileset::SetOcclusionPoolSize | ( | int32 | newOcclusionPoolSize | ) |
void ACesium3DTileset::SetPointCloudShading | ( | FCesiumPointCloudShading | InPointCloudShading | ) |
void ACesium3DTileset::SetTilesetSource | ( | ETilesetSource | InSource | ) |
void ACesium3DTileset::SetTranslucentMaterial | ( | UMaterialInterface * | InMaterial | ) |
void ACesium3DTileset::SetUrl | ( | const FString & | InUrl | ) |
void ACesium3DTileset::SetUseLodTransitions | ( | bool | InUseLodTransitions | ) |
void ACesium3DTileset::SetWaterMaterial | ( | UMaterialInterface * | InMaterial | ) |
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void ACesium3DTileset::StopMovieSequencer | ( | ) |
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void ACesium3DTileset::UpdateLoadStatus | ( | ) |
void ACesium3DTileset::UpdateTransformFromCesium | ( | ) |
Update the transforms of the glTF components based on the the transform of the root component.
This is supposed to be called during Tick, if the transform of the root component has changed since the previous Tick.
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Definition at line 1302 of file Cesium3DTileset.h.
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Definition at line 1301 of file Cesium3DTileset.h.
EApplyDpiScaling ACesium3DTileset::ApplyDpiScaling = EApplyDpiScaling::UseProjectDefault |
Scale Level-of-Detail by Display DPI.
This increases the performance for mobile devices and high DPI screens.
Definition at line 374 of file Cesium3DTileset.h.
FBodyInstance ACesium3DTileset::BodyInstance |
Define the collision profile for all the 3D tiles created inside this actor.
Definition at line 661 of file Cesium3DTileset.h.
bool ACesium3DTileset::CanEnableOcclusionCulling = false |
Definition at line 544 of file Cesium3DTileset.h.
double ACesium3DTileset::CulledScreenSpaceError = 64.0 |
The screen-space error to be enforced for tiles that are outside the view frustum or hidden in fog.
When "Enable Frustum Culling" and "Enable Fog Culling" are both true, tiles outside the view frustum or hidden in fog are effectively ignored, and so their level-of-detail doesn't matter. And in this scenario, this property is ignored.
However, when either of those flags are false, these "would-be-culled" tiles continue to be processed, and the question arises of how to handle their level-of-detail. When "Enforce Culled Screen Space Error" is false, this property is ignored and refinement terminates at these tiles, no matter what their current screen-space error. The tiles are available for physics, shadows, etc., but their level-of-detail may be very low.
When set to true, these tiles are refined until they achieve the screen-space error specified by this property.
Definition at line 538 of file Cesium3DTileset.h.
bool ACesium3DTileset::DelayRefinementForOcclusion = true |
Whether to wait for valid occlusion results before refining tiles.
Only applicable when EnableOcclusionCulling is enabled. When this option is enabled, there may be small delays before tiles are refined, but there may be an overall performance advantage by avoiding loads of descendants that will be found to be occluded.
Definition at line 608 of file Cesium3DTileset.h.
bool ACesium3DTileset::DrawTileInfo = false |
If true, draws debug text above each tile being rendered with information about that tile.
Definition at line 650 of file Cesium3DTileset.h.
bool ACesium3DTileset::EnableFogCulling = true |
Whether to cull tiles that are occluded by fog.
This does not refer to the atmospheric fog of the Unreal Engine, but to an internal representation of fog: Depending on the height of the camera above the ground, tiles that are far away (close to the horizon) will be culled when this flag is enabled.
Note that this will always be disabled if UseLodTransitions is set to true.
Definition at line 489 of file Cesium3DTileset.h.
bool ACesium3DTileset::EnableFrustumCulling = true |
Whether to cull tiles that are outside the frustum.
By default this is true, meaning that tiles that are not visible with the current camera configuration will be ignored. It can be set to false, so that these tiles are still considered for loading, refinement and rendering.
This will cause more tiles to be loaded, but helps to avoid holes and provides a more consistent mesh, which may be helpful for physics.
Note that this will always be disabled if UseLodTransitions is set to true.
Definition at line 472 of file Cesium3DTileset.h.
bool ACesium3DTileset::EnableOcclusionCulling = true |
Whether to cull tiles that are occluded.
If this option is disabled, check that "Enable Experimental Occlusion Culling Feature" is enabled in the Plugins -> Cesium section of the Project Settings.
When enabled, this feature will use Unreal's occlusion system to determine if tiles are actually visible on the screen. For tiles found to be occluded, the tile will not refine to show descendants, but it will still be rendered to avoid holes. This results in less tile loads and less GPU resource usage for dense, high-occlusion scenes like ground-level views in cities.
This will not work for tilesets with poorly fit bounding volumes and cause more draw calls with very few extra culled tiles. When there is minimal occlusion in a scene, such as with terrain tilesets and applications focused on top-down views, this feature will yield minimal benefit and potentially cause needless overhead.
Definition at line 572 of file Cesium3DTileset.h.
bool ACesium3DTileset::EnforceCulledScreenSpaceError = false |
Whether a specified screen-space error should be enforced for tiles that are outside the frustum or hidden in fog.
When "Enable Frustum Culling" and "Enable Fog Culling" are both true, tiles outside the view frustum or hidden in fog are effectively ignored, and so their level-of-detail doesn't matter. And in this scenario, this property is ignored.
However, when either of those flags are false, these "would-be-culled" tiles continue to be processed, and the question arises of how to handle their level-of-detail. When this property is false, refinement terminates at these tiles, no matter what their current screen-space error. The tiles are available for physics, shadows, etc., but their level-of-detail may be very low.
When set to true, these tiles are refined until they achieve the specified "Culled Screen Space Error". This allows control over the minimum quality of these would-be-culled tiles.
Definition at line 512 of file Cesium3DTileset.h.
bool ACesium3DTileset::ForbidHoles = false |
Whether to unrefine back to a parent tile when a child isn't done loading.
When this is set to true, the tileset will guarantee that the tileset will never be rendered with holes in place of tiles that are not yet loaded, even though the tile that is rendered instead may have low resolution. When false, overall loading will be faster, but newly-visible parts of the tileset may initially be blank.
Definition at line 406 of file Cesium3DTileset.h.
int32 ACesium3DTileset::LoadingDescendantLimit = 20 |
The number of loading descendents a tile should allow before deciding to render itself instead of waiting.
Setting this to 0 will cause each level of detail to be loaded successively. This will increase the overall loading time, but cause additional detail to appear more gradually. Setting this to a high value like 1000 will decrease the overall time until the desired level of detail is achieved, but this high-detail representation will appear at once, as soon as it is loaded completely.
Definition at line 452 of file Cesium3DTileset.h.
float ACesium3DTileset::LodTransitionLength = 0.5f |
How long dithered LOD transitions between different tiles should take, in seconds.
Only relevant if UseLodTransitions is true.
Definition at line 693 of file Cesium3DTileset.h.
bool ACesium3DTileset::LogSelectionStats = false |
If true, stats about tile selection are printed to the Output Log.
Definition at line 636 of file Cesium3DTileset.h.
bool ACesium3DTileset::LogSharedAssetStats = false |
If true, logs stats on the assets in this tileset's shared asset system to the Output Log.
Definition at line 643 of file Cesium3DTileset.h.
int64 ACesium3DTileset::MaximumCachedBytes = 256 * 1024 * 1024 |
The maximum number of bytes that may be cached.
Note that this value, even if 0, will never cause tiles that are needed for rendering to be unloaded. However, if the total number of loaded bytes is greater than this value, tiles will be unloaded until the total is under this number or until only required tiles remain, whichever comes first.
Definition at line 434 of file Cesium3DTileset.h.
double ACesium3DTileset::MaximumScreenSpaceError = 16.0 |
The maximum number of pixels of error when rendering this tileset.
This is used to select an appropriate level-of-detail: A low value will cause many tiles with a high level of detail to be loaded, causing a finer visual representation of the tiles, but with a higher performance cost for loading and rendering. A higher value will cause a coarser visual representation, with lower performance requirements.
When a tileset uses the older layer.json / quantized-mesh format rather than 3D Tiles, this value is effectively divided by 8.0. So the default value of 16.0 corresponds to the standard value for quantized-mesh terrain of 2.0.
Definition at line 364 of file Cesium3DTileset.h.
int32 ACesium3DTileset::MaximumSimultaneousTileLoads = 20 |
The maximum number of tiles that may be loaded at once.
When new parts of the tileset become visible, the tasks to load the corresponding tiles are put into a queue. This value determines how many of these tasks are processed at the same time. A higher value may cause the tiles to be loaded and rendered more quickly, at the cost of a higher network- and processing load.
Definition at line 422 of file Cesium3DTileset.h.
int32 ACesium3DTileset::OcclusionPoolSize = 500 |
The number of CesiumBoundingVolumeComponents to use for querying the occlusion state of traversed tiles.
Only applicable when EnableOcclusionCulling is enabled.
Definition at line 590 of file Cesium3DTileset.h.
FCompletedLoadTrigger ACesium3DTileset::OnTilesetLoaded |
A delegate that will be called whenever the tileset is fully loaded.
Definition at line 667 of file Cesium3DTileset.h.
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Definition at line 946 of file Cesium3DTileset.h.
bool ACesium3DTileset::PreloadAncestors = true |
Whether to preload ancestor tiles.
Setting this to true optimizes the zoom-out experience and provides more detail in newly-exposed areas when panning. The down side is that it requires loading more tiles.
Definition at line 384 of file Cesium3DTileset.h.
bool ACesium3DTileset::PreloadSiblings = true |
Whether to preload sibling tiles.
Setting this to true causes tiles with the same parent as a rendered tile to be loaded, even if they are culled. Setting this to true may provide a better panning experience at the cost of loading more tiles.
Definition at line 394 of file Cesium3DTileset.h.
bool ACesium3DTileset::ShowCreditsOnScreen = false |
Whether or not to show this tileset's credits on screen.
Definition at line 315 of file Cesium3DTileset.h.
bool ACesium3DTileset::SuspendUpdate |
Pauses level-of-detail and culling updates of this tileset.
Definition at line 623 of file Cesium3DTileset.h.
bool ACesium3DTileset::UpdateInEditor = true |
If true, this tileset is ticked/updated in the editor.
If false, is only ticked while playing (including Play-in-Editor).
Definition at line 630 of file Cesium3DTileset.h.
bool ACesium3DTileset::UseLodTransitions = false |
Use a dithering effect when transitioning between tiles of different LODs.
When this is set to true, Frustrum Culling and Fog Culling are always disabled.
Definition at line 680 of file Cesium3DTileset.h.