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Locking Tile Level in Basemap During Camera Fly-Through in Unreal Engine

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11-14-2024 12:04 PM
mwrona
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New Contributor

Hello everyone,

I'm working on a camera fly-through animation at a high altitude in Unreal Engine using ArcGIS Maps SDK, and I've encountered an issue with the basemap tiles. During the animation, tiles from different scale levels continuously load in the background, which disrupts the final animation quality and creates a distracting effect.

Is there a way to lock a specific tile level in the basemap so that, during the camera rotation, tiles from other scale levels aren’t loaded? Any guidance on how to achieve a consistent view without tile switching would be greatly appreciated!

Thank you for your help!

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AShahbaz
Esri Contributor

One easy thing that you could try is to increase the Quality Scaling Factor on the ArcGIS Camera Component.  This will force the farther away tiles to load earlier, but I suspect you would still see some updating of the tiles. Or you could reduce the factor, which will prevent higher-detail tiles from loading, and avoiding visible changes between levels of detail. 

Another option is to separate the ArcGIS Camera from the camera recording the fly over. The ArcGIS Camera is used for deciding what tiles are loaded and at what level of detail. If the ArcGIS Camera is moving ahead of the actual camera (possibly looking toward the ground rather than forward) you could load the tiles earlier and at the highest level of detail. You may need to adjust the distance between the two cameras, distance of the ArcGIS Camera from ground, field of view of the ArcGIS Camera, and the quality scaling factor to achieve good results. 

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