Cesium for Unreal 2.0 现在已经可用

Cesium for Unreal 2.0 现在已经可用

20231102

今天我们很自豪地发布Cesium for Unreal 2.0,这是我们免费的、开源的Unreal Engine 3D地理空间插件的最新版本。

Cesium for Unreal是为了让开发者使用 Unreal Engine 创建丰富的真实峦生数字世界和应用程序,最早的版本发布于2021年,作为游戏引擎中的第一个WGS84球体。

从那时起,3D地理空间和虚幻引擎的创建工具的强大结合激发了跨行业的创新,如建模,仿真和培训,房地产,能源和航空航天。查看最近的用户故事,了解开发者如何使用Cesium For Unreal。

Cesium and Epic Games demo

Cesium and Epic Games demo of real-time visualization and simulation with Unreal Engine, Cesium, and Google’s Photorealistic 3D Tiles. Images of Project Hillside and Habitat 67 courtesy of Safdie Architects.

Cesium for Unreal 2.0是与Unreal Engine 5集成的一个重大飞跃的插件,包括3D Tiles 1.1元数据支持,改进的工作流程,地理参考,子级别系统等。这是由我们从Cesium社区论坛收到的大量积极反馈和要求驱动的。

功能包括:

  • 3D Tiles 1.1元数据支持包括EXT_mesh_features和EXT_structural_metadata扩展,支持选择和样式。

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  • 一个改进的子关卡系统,利用虚幻引擎5的 streaming level instances,允许用户在全球(球面、地球上)多个地点创建复杂的体验。

  • 更加组件化和灵活的设计。这包括 CesiumOriginShiftComponent,它允许地理原点(georeference origin)在移动时随 Actor 或 Pawn 移动,以及CesiumFlyToComponent,它使全球各地之间的平滑飞行成为可能。

  • 改进 Cesiumgereference 和 globe transformations,允许在虚幻世界中精确定位球体。

在这里插入图片描述

  • 一个新类 Cesiumtilleexcluder,它允许使用蓝图或c++实现自定义逻辑的球面部分地区从选择、加载和渲染中排除。

  • 一个更一致、更易于使用的蓝图和c++ API。

完整的更新日志可以在Github上找到。阅读升级指南和我们更新的教程,以了解新的API并学习如何升级您的项目。

我们很高兴能够授权开发者将真实世界带到他们的虚幻引擎应用和体验中。

Download Cesium for Unreal 2.0

v2.0.0 - 2023-11-01

This release no longer supports Unreal Engine v5.0. Unreal Engine v5.1, v5.2, or v5.3 is required.

Breaking Changes 📣
  • Removed FCesiumIntegerColor, FCesiumFloatColor, UCesiumFeatureTexturePropertyBlueprintLibrary::GetIntegerColorFromTextureCoordinates and UCesiumFeatureTexturePropertyBlueprintLibrary::GetFloatColorFromTextureCoordinates. Check out the upgrade guide for how retrieve metadata from property textures with the new API.
  • Renamed GetTextureCoordinateIndex to GetUnrealUVChannel in both UCesiumFeatureIdTextureBlueprintLibrary and UCesiumPropertyTexturePropertyBlueprintLibrary. Contrary to what the documentation claimed, this function retrieved the index of the texture coordinate set in the Unreal static mesh, which is not necessarily equal to the texture coordinate set index in the glTF primitive. For the latter value, use GetGltfTextureCoordinateSetIndex instead.
  • Removed the old “exclusion zones” feature, which has been deprecated since v1.11.0. Use CesiumCartographicPolygon or CesiumTileExcluder instead.
Additions 🎉
  • Added new functions to UCesiumPropertyTexturePropertyBlueprintLibrary to retrieve detailed property information and get the values of the property as a certain type. Check out the upgrade guide for how retrieve metadata from property textures with the new API.
  • Added UCesiumMetadataPickingBlueprintLibrary::FindUVFromHit, which computes the UV coordinates from a line trace hit without requiring “Support UV Hit Info” to be enabled. This can used to retrieve more accurate feature IDs or metadata values by sampling at an intermediary point on the face.
  • Added GetPropertyTableValuesFromHit and GetPropertyTextureValuesFromHit to UCesiumMetadataPickingBlueprintLibrary to retrieve the respective metadata from a line trace hit. For both functions, the target to sample is specified by index.
  • Added UCesiumFeatureIdSetBlueprintLibrary::GetFeatureIDFromHit to retrieve the feature ID from a line trace hit on a primitive containing the feature ID set. This returns more accurate values for feature ID textures than GetFeatureIDForVertex.
  • Added UCesiumPrimitiveFeaturesBlueprintLibrary::GetFeatureIDFromHit to retrieve the feature ID from a line trace hit on a primitive, where the desired feature ID set is specified by index. For feature ID textures, this returns more accurate values than GetFeatureIDFromFace.
  • Added UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV, which samples a feature ID texture with FVector2D UV coordinates.
  • Added GetGltfTextureCoordinateSetIndex to UCesiumFeatureIdTextureBlueprintLibrary and UCesiumPropertyTexturePropertyBlueprintLibrary to avoid ambiguity with GetUnrealUVChannel.
  • Added UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings to convert a map of FCesiumMetadataValues to their string representations.
  • Added support for file:/// URLs across all platforms and Unreal Engine versions.
  • Added “Create Sub Level Here” button on CesiumGeoreference.
  • Added “Please Georeference Origin Here” button to CesiumSubLevelComponent.
  • Added “Google Photorealistic 3D Tiles” to the Quick Add panel.
Fixes 🔧
  • Fixed a bug that could cause tiles in a Cesium3DTileset to have an incorrect transformation.
  • Fixed a crash that occurred when a LevelSequenceActor in the level did not have a LevelSequencePlayer assigned.
  • Fixed a bug that would spam Georeference-related messages to the log when editing a globe anchor component that is not embedded in a world. For example, when editing a Blueprint asset with a globe anchor.
  • Fixed several problems that could cause tilesets in sub-levels to be misaligned with the rest of the globe.
Deprecated ⌛
  • UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForTextureCoordinates has been deprecated. Use UCesiumFeatureIdTextureBlueprintLibrary::GetFeatureIDForUV instead.
  • UCesiumPropertyTexturePropertyBlueprintLibrary::GetSwizzle and UCesiumPropertyTexturePropertyBlueprintLibrary::GetComponentCount have been deprecated, since they are no longer necessary to handle property texture property values in the plugin. Use UCesiumPropertyTexturePropertyBlueprintLibrary::GetChannels instead.
  • UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFace has been deprecated. Use UCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit instead.
  • UCesiumMetadataPickingBlueprintLibrary::GetMetadataValuesForFaceAsStrings has been deprecated. Use UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings to convert the output of UCesiumMetadataPickingBlueprintLibrary::GetPropertyTableValuesForHit instead.
  • UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeatureAsStrings has been deprecated. Use UCesiumMetadataValueBlueprintLibrary::GetValuesAsStrings to convert the output of UCesiumPropertyTableBlueprintLibrary::GetMetadataValuesForFeature instead.

In addition to the above, this release updates cesium-native from v0.28.1 to v0.29.0. See the changelog for a complete list of changes in cesium-native.

原文连接:https://cesium.com/blog/2023/11/02/cesium-for-unreal-2-0/

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Cesium for Unreal是一款用于虚幻引擎的插件,用于将Cesium地理数据和功能集成到虚幻引擎中。以下是关于Cesium for Unreal教程的详细介绍。 首先,你需要下载和安装Cesium for Unreal插件。你可以在Cesium的官方网站上找到下载链接。安装完成后,你可以在虚幻引擎的插件列表中找到Cesium for Unreal。 一旦安装完成,你可以开始使用Cesium for Unreal开发地理相关的应用程序。首先,你需要导入Cesium的地理数据。你可以通过Cesium ion来获取全球范围的卫星图像、高程数据、地形数据等。导入这些数据后,你可以在虚幻引擎中创建一个真实的地球模型。 接下来,你可以使用Cesium for Unreal的工具和功能来操作地球模型。这些功能包括地理位置定位、相机控制、地理搜索、地理标记等。通过这些功能,你可以在虚幻引擎中创建出具有真实地球数据的应用程序。 除了基本的地理功能,Cesium for Unreal还提供了一些额外的功能和效果,用于增强你的地理应用程序的视觉效果。你可以使用Cesium的渲染器和效果来创建出逼真的地球表面和大气层。你还可以使用Cesium的光照模型来呈现出日出日落、星空等效果。 最后,你可以使用Cesium for Unreal的工具和API来开发自定义的地理应用程序。你可以根据需要添加交互功能、传感器支持、物理模拟等。通过使用虚幻引擎的强大功能和Cesium的地理数据集成,你可以创建出高度逼真和具有交互性的地理应用程序。 总之,Cesium for Unreal是一个强大的插件,用于将Cesium的地理数据和功能整合到虚幻引擎中。使用Cesium for Unreal,你可以创建出真实地球数据的应用程序,并添加各种地理功能和效果。无论是开发虚拟旅游应用程序还是构建地理可视化工具,Cesium for Unreal都是一个非常有用的工具。
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