Merge branch 'master' into lidar
This commit is contained in:
commit
8a34f03006
|
@ -25,12 +25,12 @@ Build Unreal Engine
|
|||
need to add your GitHub username when you sign up at
|
||||
[www.unrealengine.com](https://www.unrealengine.com).
|
||||
|
||||
Download and compile Unreal Engine 4.17. Here we will assume you install it at
|
||||
"~/UnrealEngine_4.17", but you can install it anywhere, just replace the path
|
||||
Download and compile Unreal Engine 4.18. Here we will assume you install it at
|
||||
"~/UnrealEngine_4.18", but you can install it anywhere, just replace the path
|
||||
where necessary.
|
||||
|
||||
$ git clone --depth=1 -b 4.17 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.17
|
||||
$ cd ~/UnrealEngine_4.17
|
||||
$ git clone --depth=1 -b 4.18 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.18
|
||||
$ cd ~/UnrealEngine_4.18
|
||||
$ ./Setup.sh && ./GenerateProjectFiles.sh && make
|
||||
|
||||
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
|
||||
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
|
||||
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
|
||||
|
||||
$ 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)
|
||||
---------------
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 93 KiB After Width: | Height: | Size: 142 KiB |
Binary file not shown.
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 36 KiB |
|
@ -17,3 +17,4 @@ Config/CarlaSettings.ini
|
|||
|
||||
CMakeLists.txt
|
||||
Makefile
|
||||
.vscode
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"FileVersion": 3,
|
||||
"EngineAssociation": "4.17",
|
||||
"EngineAssociation": "4.18",
|
||||
"Category": "",
|
||||
"Description": "",
|
||||
"Modules": [
|
||||
|
|
|
@ -291,7 +291,7 @@ void ACityMapGenerator::GenerateRoadMap()
|
|||
#endif // WITH_EDITOR
|
||||
|
||||
if (bSaveRoadMapToDisk) {
|
||||
RoadMap->SaveAsPNG(FPaths::GameSavedDir(), World->GetMapName());
|
||||
RoadMap->SaveAsPNG(FPaths::ProjectSavedDir(), World->GetMapName());
|
||||
}
|
||||
|
||||
#if WITH_EDITOR
|
||||
|
|
|
@ -21,7 +21,7 @@ static FString GetIniFileName(const FString &MapName = TEXT(""))
|
|||
|
||||
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);
|
||||
if (!bFileExists) {
|
||||
UE_LOG(LogCarla, Warning, TEXT("\"%s\" not found"), *FilePath);
|
||||
|
|
|
@ -12,7 +12,7 @@
|
|||
|
||||
ASceneCaptureToDiskCamera::ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer) :
|
||||
Super(ObjectInitializer),
|
||||
SaveToFolder(FPaths::Combine(FPaths::GameSavedDir(), "SceneCaptures")),
|
||||
SaveToFolder(FPaths::Combine(FPaths::ProjectSavedDir(), "SceneCaptures")),
|
||||
FileName("capture_%05d.png") {}
|
||||
|
||||
void ASceneCaptureToDiskCamera::BeginPlay()
|
||||
|
|
|
@ -185,7 +185,7 @@ void UCarlaSettings::LoadSettings()
|
|||
{
|
||||
CurrentFileName = TEXT("");
|
||||
// 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.
|
||||
{
|
||||
FString FilePath;
|
||||
|
|
Loading…
Reference in New Issue