Cesium for Unreal v2.3.0
This release includes support for Unreal Engine v5.1, v5.2, and v5.3 for Windows, Linux, macOS, Android, and iOS. Please select the appropriate ZIP for your version.
Additions 🎉
- Added support for Web Map Tile Service (WMTS) with
CesiumWebMapTileServiceRasterOverlay
. - Significantly reduced CPU memory usage by textures on non-Windows systems.
- Added support for the
KHR_texture_transform
glTF extension - including rotation - inbaseColorTexture
,metallicRoughnessTexture
,emissiveTexture
,normalTexture
, andocclusionTexture
. The transformation is now applied on the GPU via nodes in the Material, rather than on the CPU by directly modifying texture coordinates.
Fixes 🔧
- Fixed a bug in
MLB_DitherFade
that made glTF materials with analphaMode
ofMASK
incorrectly appear as fully opaque. - Fixed a bug in
CesiumFlyToComponent
that could cause the position of the object to shift suddenly at the very end of the flight. - Fixed a bug that caused textures created by Cesium for Unreal on D3D11 and D3D12 (only) to not be counted in the "Texture Memory Used" stat in the "Memory" stat group or in any counter in the "TextureGroup" stat group.
- Fixed a bug in
CesiumGltfComponent
that would cause a crash if theIgnore KHR_materials_unlit
setting was enabled on a point cloud. - Fixed a bug in
CesiumActors
that would cause the editor to crash when running in Standalone mode. - Fixed several build warnings when packing in Unreal Engine 5.3.
- Readded backwards compatibility for feature textures from
EXT_feature_metadata
, which was mistakenly removed. - Fixed a bug that caused nav mesh creation to be slow due to creating duplicate physics meshes.
In addition to the above, this release updates cesium-native from v0.31.0 to v0.32.0. See the changelog for a complete list of changes in cesium-native.