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@kring kring commented Aug 15, 2025

Reported here:
https://community.cesium.com/t/playmoviesequencer-blueprint-node-freezes-mrq-render-after-v2-15-0/42499

It seems that the first time ACesium3DTileset::Tick is called under the control of a Level Sequence / Movie Render Queue, the player camera has a width and height of 0 pixels. As a result, Cesium for Unreal discards that camera and calls updateViewGroupOffline with an empty list of frustums. This causes updateViewGroupOffline to get stuck in an endless loop waiting for the load progress to reach 100% (it will never go above 0%).

The fix here is to end the loop after one iteration when there are no frustums.

This probably worked before #1125 because we used to initialize the load progress to 100%. This was misleading and could cause applications to think loading was complete before it really was, but it also avoided this endless loop.

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Thanks @kring ! Just one nitpick that I'll fix myself before merging.

@j9liu j9liu merged commit e19684a into main Aug 18, 2025
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@j9liu j9liu deleted the offline-with-no-frustums branch August 18, 2025 14:57
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3 participants