Merge branch 'master' into issue#221

This commit is contained in:
nsubiron 2018-02-27 11:30:19 +01:00
commit 2f340c8fa9
8 changed files with 12 additions and 18 deletions

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@ -25,12 +25,12 @@ Build Unreal Engine
need to add your GitHub username when you sign up at need to add your GitHub username when you sign up at
[www.unrealengine.com](https://www.unrealengine.com). [www.unrealengine.com](https://www.unrealengine.com).
Download and compile Unreal Engine 4.17. Here we will assume you install it at Download and compile Unreal Engine 4.18. Here we will assume you install it at
"~/UnrealEngine_4.17", but you can install it anywhere, just replace the path "~/UnrealEngine_4.18", but you can install it anywhere, just replace the path
where necessary. where necessary.
$ git clone --depth=1 -b 4.17 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.17 $ git clone --depth=1 -b 4.18 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.18
$ cd ~/UnrealEngine_4.17 $ cd ~/UnrealEngine_4.18
$ ./Setup.sh && ./GenerateProjectFiles.sh && make $ ./Setup.sh && ./GenerateProjectFiles.sh && make
Check Unreal's documentation Check Unreal's documentation
@ -61,7 +61,7 @@ To build CARLA, use the rebuild script. This script deletes all intermediate
files, rebuilds whole CARLA, and launches the editor. Use it too for making a files, rebuilds whole CARLA, and launches the editor. Use it too for making a
clean rebuild of CARLA clean rebuild of CARLA
$ UE4_ROOT=~/UnrealEngine_4.17 ./Rebuild.sh $ UE4_ROOT=~/UnrealEngine_4.18 ./Rebuild.sh
It looks at the environment variable `UE4_ROOT` to find the right version of It looks at the environment variable `UE4_ROOT` to find the right version of
Unreal Engine. You can also add this variable to your "~/.bashrc" or similar. Unreal Engine. You can also add this variable to your "~/.bashrc" or similar.
@ -91,7 +91,7 @@ Launching the editor
To open the editor once the project is already built To open the editor once the project is already built
$ cd Unreal/CarlaUE4 $ cd Unreal/CarlaUE4
$ ~/UnrealEngine_4.17/Engine/Binaries/Linux/UE4Editor "$PWD/CarlaUE4.uproject" $ ~/UnrealEngine_4.18/Engine/Binaries/Linux/UE4Editor "$PWD/CarlaUE4.uproject"
Test (Optional) Test (Optional)
--------------- ---------------

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@ -94,13 +94,6 @@ F.A.Q.
If you run into problems, check our If you run into problems, check our
[FAQ](http://carla.readthedocs.io/en/latest/faq/). [FAQ](http://carla.readthedocs.io/en/latest/faq/).
Jobs
----
We are currently looking for a new programmer to join our team
* [C++ (UE4) Programmer](https://drive.google.com/open?id=1Hx0eUgpXl95d4IL9meEGhJECgSRos1T1)
License License
------- -------

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@ -17,3 +17,4 @@ Config/CarlaSettings.ini
CMakeLists.txt CMakeLists.txt
Makefile Makefile
.vscode

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@ -1,6 +1,6 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"EngineAssociation": "4.17", "EngineAssociation": "4.18",
"Category": "", "Category": "",
"Description": "", "Description": "",
"Modules": [ "Modules": [

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@ -316,7 +316,7 @@ void ACityMapGenerator::GenerateRoadMap()
#endif // WITH_EDITOR #endif // WITH_EDITOR
if (bSaveRoadMapToDisk) { if (bSaveRoadMapToDisk) {
RoadMap->SaveAsPNG(FPaths::GameSavedDir(), World->GetMapName()); RoadMap->SaveAsPNG(FPaths::ProjectSavedDir(), World->GetMapName());
} }
#if WITH_EDITOR #if WITH_EDITOR

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@ -21,7 +21,7 @@ static FString GetIniFileName(const FString &MapName = TEXT(""))
static bool GetWeatherIniFilePath(const FString &FileName, FString &FilePath) static bool GetWeatherIniFilePath(const FString &FileName, FString &FilePath)
{ {
FilePath = FPaths::Combine(FPaths::GameConfigDir(), FileName); FilePath = FPaths::Combine(FPaths::ProjectConfigDir(), FileName);
const bool bFileExists = FPaths::FileExists(FilePath); const bool bFileExists = FPaths::FileExists(FilePath);
if (!bFileExists) { if (!bFileExists) {
UE_LOG(LogCarla, Warning, TEXT("\"%s\" not found"), *FilePath); UE_LOG(LogCarla, Warning, TEXT("\"%s\" not found"), *FilePath);

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@ -12,7 +12,7 @@
ASceneCaptureToDiskCamera::ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer) : ASceneCaptureToDiskCamera::ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer), Super(ObjectInitializer),
SaveToFolder(FPaths::Combine(FPaths::GameSavedDir(), "SceneCaptures")), SaveToFolder(FPaths::Combine(FPaths::ProjectSavedDir(), "SceneCaptures")),
FileName("capture_%05d.png") {} FileName("capture_%05d.png") {}
void ASceneCaptureToDiskCamera::BeginPlay() void ASceneCaptureToDiskCamera::BeginPlay()

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@ -145,7 +145,7 @@ void UCarlaSettings::LoadSettings()
{ {
CurrentFileName = TEXT(""); CurrentFileName = TEXT("");
// Load settings from project Config folder if present. // Load settings from project Config folder if present.
LoadSettingsFromFile(FPaths::Combine(FPaths::GameConfigDir(), TEXT("CarlaSettings.ini")), false); LoadSettingsFromFile(FPaths::Combine(FPaths::ProjectConfigDir(), TEXT("CarlaSettings.ini")), false);
// Load settings given by command-line arg if provided. // Load settings given by command-line arg if provided.
{ {
FString FilePath; FString FilePath;