95 lines
7.0 KiB
Markdown
95 lines
7.0 KiB
Markdown
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How to add assets
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=================
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Static content should be added to `Content/Static` to be processed as LFS.
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Static content includes
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* Files that once added won't change (often), like the meshes, materials, etc.
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* Big files (~ >1MB).
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Adding a vehicle
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----------------
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Follow
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[Art Guide](https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehcileContentCreation/index.html)
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for creating the Skeletal Mesh and Physics Asset. And
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[Vehicles User Guide](https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehicleUserGuide/)
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for the rest.
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* Import fbx as Skelletal Mesh to its own folder inside `Content/Static/Vehicles`. A Physics asset and a Skeleton should be automatically created and linked the three together.
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* Tune the Physics asset. Delete the automatically created ones and add boxes to the `Vehicle_Base` bone matching the shape, make sure generate hit events is enabled. Add a sphere for each wheel and set their "Physics Type" to "Kinematic".
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* Inside that folder create an "Animation Blueprint", while creating select "VehicleAnimInstance" as parent class and the skeleton of this car model as the target skeleton. Add the animation graph as shown in the links given above (or look for it in other cars' animation, like Mustang).
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* Create folder `Content/Blueprints/Vehicles/<vehicle-model>`
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* Inside that folder create two blueprint classes derived from "VehicleWheel" class. Call them `<vehicle-model>_FrontWheel` and `<vehicle-model>_RearWheel`. Set their "Shape Radius" to exactly match the mesh wheel radius (careful, radius not diameter). Set their "Tire Config" to "CommonTireConfig". On the front wheel uncheck "Affected by Handbrake" and on the rear wheel set "Steer Angle" to zero.
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* Inside the same folder create a blueprint class derived from `BaseVehiclePawn` call it `<vehicle-model>`. Open it for edit and select component "Mesh", setup the "Skeletal Mesh" and the "Anim Class" to the corresponding ones. Then select component "VehicleMovement", under "Vehicle Setup" expand "Wheel Setups", setup each wheel
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- 0 : Wheel Class=`<vehicle-model>_FrontWheel`, Bone Name=`Wheel_Front_Left`
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- 1 : Wheel Class=`<vehicle-model>_FrontWheel`, Bone Name=`Wheel_Front_Right`
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- 2 : Wheel Class=`<vehicle-model>_RearWheel`, Bone Name=`Wheel_Rear_Left`
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- 3 : Wheel Class=`<vehicle-model>_RearWheel`, Bone Name=`Wheel_Rear_Right`
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* Add a box component to it called "Box" (see Mustang blueprint) and set the size to cover vehicle's area as seen from above. Make sure the following is set
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- Hidden in game
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- Simulate physics is disable
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- Generate overlap events is disable
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- Collision presets is set to "NoCollision"
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* Test it, go to CarlaGameMode blueprint and change "Default Pawn Class" to the newly created car blueprint
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Map generation
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--------------
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For the road generation, the following meshes are expected to be found
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```
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# Enum Filepath
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RoadTwoLanes_LaneLeft at "Content/Static/Road/St_Road_TileRoad_RoadL.uasset"
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RoadTwoLanes_LaneRight at "Content/Static/Road/St_Road_TileRoad_RoadR.uasset"
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RoadTwoLanes_SidewalkLeft at "Content/Static/SideWalk/St_Road_TileRoad_SidewalkL.uasset"
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RoadTwoLanes_SidewalkRight at "Content/Static/SideWalk/St_Road_TileRoad_SidewalkR.uasset"
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RoadTwoLanes_LaneMarkingSolid at "Content/Static/RoadLines/St_Road_TileRoad_LaneMarkingSolid.uasset"
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RoadTwoLanes_LaneMarkingBroken at "Content/Static/RoadLines/St_Road_TileRoad_LaneMarkingBroken.uasset"
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Road90DegTurn_Lane0 at "Content/Static/Road/St_Road_Curve_Road1.uasset"
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Road90DegTurn_Lane1 at "Content/Static/Road/St_Road_Curve_Road2.uasset"
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Road90DegTurn_Lane2 at "Content/Static/Road/St_Road_Curve_Road3.uasset"
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Road90DegTurn_Lane3 at "Content/Static/Road/St_Road_Curve_Road4.uasset"
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Road90DegTurn_Lane3 at "Content/Static/Road/St_Road_Curve_Road5.uasset"
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Road90DegTurn_Lane3 at "Content/Static/Road/St_Road_Curve_Road6.uasset"
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Road90DegTurn_Lane3 at "Content/Static/Road/St_Road_Curve_Road7.uasset"
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Road90DegTurn_Lane3 at "Content/Static/Road/St_Road_Curve_Road8.uasset"
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Road90DegTurn_Lane3 at "Content/Static/Road/St_Road_Curve_Road9.uasset"
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Road90DegTurn_Sidewalk0 at "Content/Static/SideWalk/St_Road_Curve_Sidewalk1.uasset"
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Road90DegTurn_Sidewalk1 at "Content/Static/SideWalk/St_Road_Curve_Sidewalk2.uasset"
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Road90DegTurn_Sidewalk2 at "Content/Static/SideWalk/St_Road_Curve_Sidewalk3.uasset"
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Road90DegTurn_Sidewalk3 at "Content/Static/SideWalk/St_Road_Curve_Sidewalk4.uasset"
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Road90DegTurn_LaneMarking at "Content/Static/Road/St_Road_Curve_LaneMarking.uasset"
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RoadTIntersection_Lane0 at "Content/Static/Road/St_Road_TCross_Road1.uasset"
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RoadTIntersection_Lane1 at "Content/Static/Road/St_Road_TCross_Road2.uasset"
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RoadTIntersection_Lane2 at "Content/Static/Road/St_Road_TCross_Road3.uasset"
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RoadTIntersection_Lane3 at "Content/Static/Road/St_Road_TCross_Road4.uasset"
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RoadTIntersection_Lane3 at "Content/Static/Road/St_Road_TCross_Road5.uasset"
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RoadTIntersection_Lane3 at "Content/Static/Road/St_Road_TCross_Road6.uasset"
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RoadTIntersection_Lane3 at "Content/Static/Road/St_Road_TCross_Road7.uasset"
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RoadTIntersection_Lane3 at "Content/Static/Road/St_Road_TCross_Road8.uasset"
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RoadTIntersection_Lane3 at "Content/Static/Road/St_Road_TCross_Road9.uasset"
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RoadTIntersection_Sidewalk0 at "Content/Static/SideWalk/St_Road_TCross_Sidewalk1.uasset"
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RoadTIntersection_Sidewalk1 at "Content/Static/SideWalk/St_Road_TCross_Sidewalk2.uasset"
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RoadTIntersection_Sidewalk2 at "Content/Static/SideWalk/St_Road_TCross_Sidewalk3.uasset"
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RoadTIntersection_Sidewalk3 at "Content/Static/SideWalk/St_Road_TCross_Sidewalk4.uasset"
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RoadTIntersection_LaneMarking at "Content/Static/RoadLines/St_Road_TCross_LaneMarking.uasset"
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RoadXIntersection_Lane0 at "Content/Static/Road/St_Road_XCross_Road1.uasset"
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RoadXIntersection_Lane1 at "Content/Static/Road/St_Road_XCross_Road2.uasset"
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RoadXIntersection_Lane2 at "Content/Static/Road/St_Road_XCross_Road3.uasset"
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RoadXIntersection_Lane3 at "Content/Static/Road/St_Road_XCross_Road4.uasset"
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RoadXIntersection_Lane3 at "Content/Static/Road/St_Road_XCross_Road5.uasset"
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RoadXIntersection_Lane3 at "Content/Static/Road/St_Road_XCross_Road6.uasset"
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RoadXIntersection_Lane3 at "Content/Static/Road/St_Road_XCross_Road7.uasset"
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RoadXIntersection_Lane3 at "Content/Static/Road/St_Road_XCross_Road8.uasset"
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RoadXIntersection_Lane3 at "Content/Static/Road/St_Road_XCross_Road9.uasset"
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RoadXIntersection_Sidewalk0 at "Content/Static/SideWalk/St_Road_XCross_Sidewalk1.uasset"
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RoadXIntersection_Sidewalk1 at "Content/Static/SideWalk/St_Road_XCross_Sidewalk2.uasset"
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RoadXIntersection_Sidewalk2 at "Content/Static/SideWalk/St_Road_XCross_Sidewalk3.uasset"
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RoadXIntersection_Sidewalk3 at "Content/Static/SideWalk/St_Road_XCross_Sidewalk4.uasset"
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RoadXIntersection_LaneMarking at "Content/Static/RoadLines/St_Road_XCross_LaneMarking.uasset"
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```
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