Merge branch 'master' into lidar

This commit is contained in:
nsubiron 2018-02-26 12:01:43 +01:00
commit 8a34f03006
9 changed files with 12 additions and 11 deletions

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@ -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)
---------------

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

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

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@ -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

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@ -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);

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@ -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()

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@ -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;