Merge pull request #237 from carla-simulator/ue4.18
Upgrade to Unreal Engine 4.18
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commit
a7c35b457d
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@ -25,12 +25,12 @@ Build Unreal Engine
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need to add your GitHub username when you sign up at
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[www.unrealengine.com](https://www.unrealengine.com).
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Download and compile Unreal Engine 4.17. Here we will assume you install it at
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"~/UnrealEngine_4.17", but you can install it anywhere, just replace the path
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Download and compile Unreal Engine 4.18. Here we will assume you install it at
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"~/UnrealEngine_4.18", but you can install it anywhere, just replace the path
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where necessary.
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$ git clone --depth=1 -b 4.17 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.17
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$ cd ~/UnrealEngine_4.17
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$ git clone --depth=1 -b 4.18 https://github.com/EpicGames/UnrealEngine.git ~/UnrealEngine_4.18
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$ cd ~/UnrealEngine_4.18
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$ ./Setup.sh && ./GenerateProjectFiles.sh && make
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Check Unreal's documentation
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@ -61,7 +61,7 @@ To build CARLA, use the rebuild script. This script deletes all intermediate
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files, rebuilds whole CARLA, and launches the editor. Use it too for making a
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clean rebuild of CARLA
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$ UE4_ROOT=~/UnrealEngine_4.17 ./Rebuild.sh
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$ UE4_ROOT=~/UnrealEngine_4.18 ./Rebuild.sh
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It looks at the environment variable `UE4_ROOT` to find the right version of
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Unreal Engine. You can also add this variable to your "~/.bashrc" or similar.
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@ -91,7 +91,7 @@ Launching the editor
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To open the editor once the project is already built
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$ cd Unreal/CarlaUE4
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$ ~/UnrealEngine_4.17/Engine/Binaries/Linux/UE4Editor "$PWD/CarlaUE4.uproject"
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$ ~/UnrealEngine_4.18/Engine/Binaries/Linux/UE4Editor "$PWD/CarlaUE4.uproject"
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Test (Optional)
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---------------
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@ -17,3 +17,4 @@ Config/CarlaSettings.ini
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CMakeLists.txt
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Makefile
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.vscode
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@ -1,6 +1,6 @@
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{
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"FileVersion": 3,
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"EngineAssociation": "4.17",
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"EngineAssociation": "4.18",
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"Category": "",
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"Description": "",
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"Modules": [
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@ -291,7 +291,7 @@ void ACityMapGenerator::GenerateRoadMap()
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#endif // WITH_EDITOR
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if (bSaveRoadMapToDisk) {
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RoadMap->SaveAsPNG(FPaths::GameSavedDir(), World->GetMapName());
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RoadMap->SaveAsPNG(FPaths::ProjectSavedDir(), World->GetMapName());
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}
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#if WITH_EDITOR
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@ -21,7 +21,7 @@ static FString GetIniFileName(const FString &MapName = TEXT(""))
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static bool GetWeatherIniFilePath(const FString &FileName, FString &FilePath)
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{
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FilePath = FPaths::Combine(FPaths::GameConfigDir(), FileName);
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FilePath = FPaths::Combine(FPaths::ProjectConfigDir(), FileName);
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const bool bFileExists = FPaths::FileExists(FilePath);
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if (!bFileExists) {
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UE_LOG(LogCarla, Warning, TEXT("\"%s\" not found"), *FilePath);
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@ -12,7 +12,7 @@
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ASceneCaptureToDiskCamera::ASceneCaptureToDiskCamera(const FObjectInitializer& ObjectInitializer) :
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Super(ObjectInitializer),
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SaveToFolder(FPaths::Combine(FPaths::GameSavedDir(), "SceneCaptures")),
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SaveToFolder(FPaths::Combine(FPaths::ProjectSavedDir(), "SceneCaptures")),
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FileName("capture_%05d.png") {}
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void ASceneCaptureToDiskCamera::BeginPlay()
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@ -145,7 +145,7 @@ void UCarlaSettings::LoadSettings()
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{
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CurrentFileName = TEXT("");
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// Load settings from project Config folder if present.
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LoadSettingsFromFile(FPaths::Combine(FPaths::GameConfigDir(), TEXT("CarlaSettings.ini")), false);
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LoadSettingsFromFile(FPaths::Combine(FPaths::ProjectConfigDir(), TEXT("CarlaSettings.ini")), false);
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// Load settings given by command-line arg if provided.
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{
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FString FilePath;
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