message: First few extended comments
  Review that tab-vs-space thing...
diff: @@ -73,18 +73,30 @@ public:
  /**
  * 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.
  */
  UPROPERTY(EditAnywhere, Category="Cesium|Tile Loading")
  bool PreloadAncestors = 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.
  */
  UPROPERTY(EditAnywhere, Category="Cesium|Tile Loading")
  bool PreloadSiblings = true;
  /**
  * 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.
  */
  UPROPERTY(EditAnywhere, Category="Cesium|Tile Loading")
  bool ForbidHoles = false;
  @@ -97,12 +109,21 @@ public:
  /**
  * 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.
  */
  UPROPERTY(EditAnywhere, Category="Cesium|Tile Loading")
  int LoadingDescendantLimit = 20;
  /**
  * 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.
  */
  UPROPERTY(EditAnywhere, Category="Cesium|Tile Culling")
  bool EnableFrustumCulling = true;
  