Replace references to CarlaUE4.

This commit is contained in:
MarcelPiNacy 2024-03-04 13:33:51 +01:00
parent 6a6acd9a86
commit d0dce22ba1
64 changed files with 213 additions and 213 deletions

6
.gitignore vendored
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@ -15,9 +15,9 @@ Dependencies/
Install/
Plugins/
!Unreal/CarlaUE4/Plugins
Unreal/CarlaUE4/Plugins/Streetmap
Unreal/CarlaUE4/Plugins/HoudiniEngine
!Unreal/CarlaUnreal/Plugins
Unreal/CarlaUnreal/Plugins/Streetmap
Unreal/CarlaUnreal/Plugins/HoudiniEngine
/ExportedMaps
/Import/*

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@ -349,7 +349,7 @@
## CARLA 0.9.7
* Upgraded parameters of Unreal/CarlaUE4/Config/DefaultInput.ini to prevent mouse freeze
* Upgraded parameters of Unreal/CarlaUnreal/Config/DefaultInput.ini to prevent mouse freeze
* Add build variant with AD RSS library integration with RSS sensor and result visualisation
* Support for OpenGL and Vulkan in docker + headless mode
* Added new sensor: Inertial measurement unit (IMU)

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@ -38,7 +38,7 @@ set (
set (
CARLA_UNREAL_PLUGINS_PATH
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUE4/Plugins
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUnreal/Plugins
)
include (CheckCCompilerFlag)
@ -116,11 +116,11 @@ if (BUILD_CARLA_UE)
endif ()
carla_two_step_configure_file (
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Carla.Build.cs
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Carla.Build.cs.in
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUnreal/Plugins/Carla/Source/Carla/Carla.Build.cs
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUnreal/Plugins/Carla/Source/Carla/Carla.Build.cs.in
)
carla_two_step_configure_file (
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUE4/Plugins/CarlaTools/Source/CarlaTools/CarlaTools.Build.cs
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUE4/Plugins/CarlaTools/Source/CarlaTools/CarlaTools.Build.cs.in
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUnreal/Plugins/CarlaTools/Source/CarlaTools/CarlaTools.Build.cs
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUnreal/Plugins/CarlaTools/Source/CarlaTools/CarlaTools.Build.cs.in
)

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@ -19,7 +19,7 @@ EXAMPLES_PATH = WORKSPACE_PATH / 'Examples'
UTIL_PATH = WORKSPACE_PATH / 'Util'
DOCKER_UTILS_PATH = UTIL_PATH / 'DockerUtils'
PATCHES_PATH = UTIL_PATH / 'Patches'
CARLA_UE_PATH = WORKSPACE_PATH / 'Unreal' / 'CarlaUE4'
CARLA_UE_PATH = WORKSPACE_PATH / 'Unreal' / 'CarlaUnreal'
CARLA_UE_PLUGIN_ROOT_PATH = CARLA_UE_PATH / 'Plugins'
CARLA_UE_PLUGIN_PATH = CARLA_UE_PLUGIN_ROOT_PATH / 'Carla'
CARLA_UE_PLUGIN_DEPENDENCIES_PATH = CARLA_UE_PLUGIN_ROOT_PATH / 'CarlaDependencies'
@ -1390,7 +1390,7 @@ def BuildCarlaUEMain():
'Development',
'-WaitMutex',
'-FromMsBuild',
CARLA_UE_PATH / 'CarlaUE4.uproject',
CARLA_UE_PATH / 'CarlaUnreal.uproject',
], log_name = 'carla-ue-editor-build')
else:
pass

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@ -140,9 +140,9 @@ python -m pip install GPUtil
1. Start CARLA:
# Linux:
./CarlaUE4.sh
./CarlaUnreal.sh
# Windows:
CarlaUE4.exe
CarlaUnreal.exe
# Source:
make launch

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@ -16,11 +16,11 @@ The parameters we can use are:
For example
**./CarlaUE4.sh --nullrhi**
**./CarlaUnreal.sh --nullrhi**
The primary server will use by default the port 2002 to listen for secondary servers. If you need to listen on another port, then you can change it with the flag
**./CarlaUE4.sh --nullrhi -carla-primary-port=3002**
**./CarlaUnreal.sh --nullrhi -carla-primary-port=3002**
## Secondary servers
@ -32,13 +32,13 @@ Then we need to start as many servers as we want, but the ideal is to have as ma
For example, if the primary server is executing in the same computer than the secondary servers and with the default port, we can use this:
**./CarlaUE4.sh -carla-rpc-port=3000 -carla-primary-host=127.0.0.1 -ini:[/Script/Engine.RendererSettings]:r.GraphicsAdapter=0**
**./CarlaUnreal.sh -carla-rpc-port=3000 -carla-primary-host=127.0.0.1 -ini:[/Script/Engine.RendererSettings]:r.GraphicsAdapter=0**
Here, the secondary server will use port 3000 as the RPC server to avoid conflicts with other ports (but it will never be used), and will connect to the primary server located at IP 127.0.0.1 (localhost) in the default port (2002), and also this server will use the GPU device 0.
If we want to start another secondary server in the same machine using another GPU, we could use this command:
**./CarlaUE4.sh -carla-rpc-port=4000 -carla-primary-host=127.0.0.1 -carla-primary-port=2002 -ini:[/Script/Engine.RendererSettings]:r.GraphicsAdapter=1**
**./CarlaUnreal.sh -carla-rpc-port=4000 -carla-primary-host=127.0.0.1 -carla-primary-port=2002 -ini:[/Script/Engine.RendererSettings]:r.GraphicsAdapter=1**
This secondary server will use port 4000 as the RPC server to avoid conflicts with other ports and will connect to the primary server located at IP 127.0.0.1 in the port 2002, and also this server will use the GPU device 1.

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@ -51,7 +51,7 @@ python3 config.py -x opendrive/TownBig.xodr
__[client.generate_opendrive_world()](python_api.md#carla.Client.generate_opendrive_world)__ uses __content of the OpenDRIVE file parsed as string__. On the contrary, __`config.py`__ script needs __the path to the `.xodr` file__.
!!! Note
If you experience the error `opendrive could not be correctly parsed`, ensure that there are write permissions on the `CarlaUE4/Content/Carla/Maps/OpenDrive/` directory. This is required by the server to parse the `xodr` file correctly.
If you experience the error `opendrive could not be correctly parsed`, ensure that there are write permissions on the `CarlaUnreal/Content/Carla/Maps/OpenDrive/` directory. This is required by the server to parse the `xodr` file correctly.
---
## Mesh generation

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@ -29,7 +29,7 @@ The recorder file includes information regarding many different elements.
* __Pedestrians__ — position and orientation, and linear and angular velocity.
* __Lights__ — Light states from buildings, streets, and vehicles.
To start recording there is only need for a file name. Using `\`, `/` or `:` characters in the file name will define it as an absolute path. If no path is detailed, the file will be saved in `CarlaUE4/Saved`.
To start recording there is only need for a file name. Using `\`, `/` or `:` characters in the file name will define it as an absolute path. If no path is detailed, the file will be saved in `CarlaUnreal/Saved`.
```py
client.start_recorder("/home/carla/recording01.log")

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@ -31,13 +31,13 @@ The simulation runs significantly faster in __Low__ mode. This is helpful in sit
The images below compare both modes. The flag used is the same for Windows and Linux. There is no equivalent option when working with the build, but the UE editor has its own quality settings. Go to `Settings/Engine Scalability Settings` for a greater customization of the desired quality.
#### Epic mode
`./CarlaUE4.sh -quality-level=Epic`
`./CarlaUnreal.sh -quality-level=Epic`
![Epic mode screenshot](img/rendering_quality_epic.jpg)
*Epic mode screenshot*
#### Low mode
`./CarlaUE4.sh -quality-level=Low`
`./CarlaUnreal.sh -quality-level=Low`
![Low mode screenshot](img/rendering_quality_low.jpg)
*Low mode screenshot*
@ -45,7 +45,7 @@ The images below compare both modes. The flag used is the same for Windows and L
<br>
!!! Important
The issue that made Epic mode show an abnormal whiteness has been fixed. If the problem persists, delete `GameUserSettings.ini`. It is saving previous settings, and will be generated again in the next run. __Ubuntu path:__ ` ~/.config/Epic/CarlaUE4/Saved/Config/LinuxNoEditor/` __Windows path:__ `<Package folder>\WindowsNoEditor\CarlaUE4\Saved\Config\WindowsNoEditor\`
The issue that made Epic mode show an abnormal whiteness has been fixed. If the problem persists, delete `GameUserSettings.ini`. It is saving previous settings, and will be generated again in the next run. __Ubuntu path:__ ` ~/.config/Epic/CarlaUnreal/Saved/Config/LinuxNoEditor/` __Windows path:__ `<Package folder>\WindowsNoEditor\CarlaUnreal\Saved\Config\WindowsNoEditor\`
---
## No-rendering mode
@ -97,7 +97,7 @@ It is important to understand the distinction between __no-rendering mode__ and
To start CARLA in off-screen mode, run the following command:
```sh
./CarlaUE4.sh -RenderOffScreen
./CarlaUnreal.sh -RenderOffScreen
```
### Setting off-screen mode (Versions prior to 0.9.12)
@ -108,7 +108,7 @@ __Using OpenGL__, you can run in off-screen mode in Linux by running the followi
```sh
# Linux
DISPLAY= ./CarlaUE4.sh -opengl
DISPLAY= ./CarlaUnreal.sh -opengl
```
__Vulkan__ requires extra steps because it needs to communicate to the display X server using the X11 network protocol to work properly. The following steps will guide you on how to set up an Ubuntu 18.04 machine without a display so that CARLA can run with Vulkan.
@ -152,7 +152,7 @@ sudo X :0 &
__7. Run CARLA:__
```sh
DISPLAY=:0.GPU ./CarlaUE4.sh -vulkan
DISPLAY=:0.GPU ./CarlaUnreal.sh -vulkan
```
CARLA provides a Dockerfile that performs all the above steps [here](https://github.com/carla-simulator/carla/blob/0.9.12/Util/Docker/Release.Dockerfile).

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@ -25,7 +25,7 @@ SUMO is ready to run the co-simulations. There are some examples in `Co-Simulati
Run a CARLA simulation with __Town04__.
```sh
cd ~/carla
./CarlaUE4.sh
./CarlaUnreal.sh
cd PythonAPI/util
python3 config.py --map Town04
```

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@ -458,7 +458,7 @@ The CARLA server keeps a register of all TM instances by storing the port and th
In a multi-client simulation, multiple TMs are created on the same port. The first TM will be a TM-Server and the rest will be TM-Clients connecting to it. The TM-Server will dictate the behavior of all the TM instances:
```py
terminal 1: ./CarlaUE4.sh -carla-rpc-port=4000
terminal 1: ./CarlaUnreal.sh -carla-rpc-port=4000
terminal 2: python3 generate_traffic.py --port 4000 --tm-port 4050 # TM-Server
terminal 3: python3 generate_traffic.py --port 4000 --tm-port 4050 # TM-Client
```
@ -468,7 +468,7 @@ terminal 3: python3 generate_traffic.py --port 4000 --tm-port 4050 # TM-Client
In a multi-TM simulation, multiple TM instances are created on distinct ports. Each TM instance will control its own behavior:
```py
terminal 1: ./CarlaUE4.sh -carla-rpc-port=4000
terminal 1: ./CarlaUnreal.sh -carla-rpc-port=4000
terminal 2: python3 generate_traffic.py --port 4000 --tm-port 4050 # TM-Server A
terminal 3: python3 generate_traffic.py --port 4000 --tm-port 4550 # TM-Server B
```
@ -478,8 +478,8 @@ terminal 3: python3 generate_traffic.py --port 4000 --tm-port 4550 # TM-Server B
Multi-simulation is when more than one CARLA server is running at the same time. The TM needs to connect to the relevant CARLA server port. As long as the computational power allows for it, the TM can run multiple simulations at a time without any problems:
```py
terminal 1: ./CarlaUE4.sh -carla-rpc-port=4000 # simulation A
terminal 2: ./CarlaUE4.sh -carla-rpc-port=5000 # simulation B
terminal 1: ./CarlaUnreal.sh -carla-rpc-port=4000 # simulation A
terminal 2: ./CarlaUnreal.sh -carla-rpc-port=5000 # simulation B
terminal 3: python3 generate_traffic.py --port 4000 --tm-port 4050 # TM-Server A connected to simulation A
terminal 4: python3 generate_traffic.py --port 5000 --tm-port 5050 # TM-Server B connected to simulation B
```

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@ -51,13 +51,13 @@ __CARLA 0.9.12__
To run CARLA with a display:
```
sudo docker run --privileged --gpus all --net=host -e DISPLAY=$DISPLAY carlasim/carla:0.9.12 /bin/bash ./CarlaUE4.sh
sudo docker run --privileged --gpus all --net=host -e DISPLAY=$DISPLAY carlasim/carla:0.9.12 /bin/bash ./CarlaUnreal.sh
```
To run CARLA in off-screen mode:
```
sudo docker run --privileged --gpus all --net=host -v /tmp/.X11-unix:/tmp/.X11-unix:rw carlasim/carla:0.9.12 /bin/bash ./CarlaUE4.sh -RenderOffScreen
sudo docker run --privileged --gpus all --net=host -v /tmp/.X11-unix:/tmp/.X11-unix:rw carlasim/carla:0.9.12 /bin/bash ./CarlaUnreal.sh -RenderOffScreen
```
__CARLA 0.9.7 to 0.9.11__
@ -65,7 +65,7 @@ __CARLA 0.9.7 to 0.9.11__
To run CARLA using Vulkan:
```sh
sudo docker run --privileged --gpus all --net=host -e DISPLAY=$DISPLAY -e SDL_VIDEODRIVER=x11 -v /tmp/.X11-unix:/tmp/.X11-unix:rw carlasim/carla:0.9.11 /bin/bash ./CarlaUE4.sh -vulkan <-additonal-carla-flags>
sudo docker run --privileged --gpus all --net=host -e DISPLAY=$DISPLAY -e SDL_VIDEODRIVER=x11 -v /tmp/.X11-unix:/tmp/.X11-unix:rw carlasim/carla:0.9.11 /bin/bash ./CarlaUnreal.sh -vulkan <-additonal-carla-flags>
```
!!! Note
@ -74,7 +74,7 @@ sudo docker run --privileged --gpus all --net=host -e DISPLAY=$DISPLAY -e SDL_VI
To run CARLA using OpenGL:
```sh
docker run -e DISPLAY=$DISPLAY --net=host --gpus all --runtime=nvidia carlasim/carla:<version> /bin/bash CarlaUE4.sh -opengl <-additonal-carla-flags>
docker run -e DISPLAY=$DISPLAY --net=host --gpus all --runtime=nvidia carlasim/carla:<version> /bin/bash CarlaUnreal.sh -opengl <-additonal-carla-flags>
```
__3. (Optional) Configure Docker flags.__

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@ -20,7 +20,7 @@ CARLA forum</a>
## Linux build
* ["CarlaUE4.sh" script does not appear when downloading from GitHub.](#carlaue4sh-script-does-not-appear-when-downloading-from-github)
* ["CarlaUnreal.sh" script does not appear when downloading from GitHub.](#carlaue4sh-script-does-not-appear-when-downloading-from-github)
* ["make launch" is not working on Linux.](#make-launch-is-not-working-on-linux)
* [Cloning the Unreal Engine repository shows an error.](#cloning-the-unreal-engine-repository-shows-an-error)
* [AttributeError: module 'carla' has no attribute 'Client' when running a script.](#attributeerror-module-carla-has-no-attribute-client-when-running-a-script)
@ -30,8 +30,8 @@ CARLA forum</a>
## Windows build
* ["CarlaUE4.exe" does not appear when downloading from GitHub.](#carlaue4exe-does-not-appear-when-downloading-from-github)
* [CarlaUE4 could not be compiled. Try rebuilding it from source manually.](#carlaue4-could-not-be-compiled-try-rebuilding-it-from-source-manually)
* ["CarlaUnreal.exe" does not appear when downloading from GitHub.](#carlaue4exe-does-not-appear-when-downloading-from-github)
* [CarlaUnreal could not be compiled. Try rebuilding it from source manually.](#carlaue4-could-not-be-compiled-try-rebuilding-it-from-source-manually)
* [CMake error shows even though CMake is properly installed.](#cmake-error-shows-even-though-cmake-is-properly-installed)
* [Error C2440, C2672: compiler version.](#error-c2440-c2672-compiler-version)
* ["make launch" is not working on Windows.](#make-launch-is-not-working-on-windows)
@ -82,11 +82,11 @@ CARLA forum</a>
## Linux build
<!-- ======================================================================= -->
###### "CarlaUE4.sh" script does not appear when downloading from GitHub.
###### "CarlaUnreal.sh" script does not appear when downloading from GitHub.
> There is no `CarlaUE4.sh` script in the source version of CARLA. Follow the [build instructions](build_linux.md) to build CARLA from source.
> There is no `CarlaUnreal.sh` script in the source version of CARLA. Follow the [build instructions](build_linux.md) to build CARLA from source.
>
> To run CARLA using `CarlaUE4.sh`, follow the [quick start installation](start_quickstart.md).
> To run CARLA using `CarlaUnreal.sh`, follow the [quick start installation](start_quickstart.md).
<!-- ======================================================================= -->
@ -196,17 +196,17 @@ CARLA forum</a>
## Windows build
<!-- ======================================================================= -->
###### "CarlaUE4.exe" does not appear when downloading from GitHub.
###### "CarlaUnreal.exe" does not appear when downloading from GitHub.
> There is no `CarlaUE4.exe` executable in the source version of CARLA. Follow the [build instructions](build_windows.md) to build CARLA from source. To directly get the `CarlaUE4.exe`, follow the [quick start instructions](start_quickstart.md).
> There is no `CarlaUnreal.exe` executable in the source version of CARLA. Follow the [build instructions](build_windows.md) to build CARLA from source. To directly get the `CarlaUnreal.exe`, follow the [quick start instructions](start_quickstart.md).
<!-- ======================================================================= -->
###### CarlaUE4 could not be compiled. Try rebuilding it from source manually.
###### CarlaUnreal could not be compiled. Try rebuilding it from source manually.
> Something went wrong when trying to build CARLA. Rebuild using Visual Studio to discover what happened.
>
> __1.__ Go to `carla/Unreal/CarlaUE4` and right-click the `CarlaUE4.uproject`.
> __1.__ Go to `carla/Unreal/CarlaUnreal` and right-click the `CarlaUnreal.uproject`.
> __2.__ Click on __Generate Visual Studio project files__.
> __3.__ Open the file generated with Visual Studio 2019.
> __4.__ Compile the project with Visual Studio. The shortcut is F7. The build will fail, but the issues found will be shown below.
@ -394,7 +394,7 @@ CARLA forum</a>
> In Linux, run `make package` in the project folder. The package will include the project, and the Python API modules.
>
> Alternatively, it is possible to compile a binary version of CARLA within Unreal Editor. Open the CarlaUE4 project, go to the menu `File/Package Project`, and select a platform. This may take a while.
> Alternatively, it is possible to compile a binary version of CARLA within Unreal Editor. Open the CarlaUnreal project, go to the menu `File/Package Project`, and select a platform. This may take a while.
<!-- ======================================================================= -->

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@ -191,11 +191,11 @@ The assets will be downloaded and extracted to the appropriate location.
To download the assets for a __specific version__ of CARLA:
1. From the root CARLA directory, navigate to `/Util/ContentVersions.txt`. This document contains the links to the assets for all CARLA releases.
2. Extract the assets in `Unreal\CarlaUE4\Content\Carla`. If the path doesn't exist, create it.
2. Extract the assets in `Unreal\CarlaUnreal\Content\Carla`. If the path doesn't exist, create it.
3. Extract the file with a command similar to the following:
```sh
tar -xvzf <assets_file_name>.tar.gz.tar -C /path/to/carla/Unreal/CarlaUE4/Content/Carla
tar -xvzf <assets_file_name>.tar.gz.tar -C /path/to/carla/Unreal/CarlaUnreal/Content/Carla
```
### Set Unreal Engine environment variable

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@ -58,7 +58,7 @@ Two configurations:
---
## CarlaUE4 and Carla plugin
## CarlaUnreal and Carla plugin
Both compiled at the same step with Unreal Engine build tool. They require the `UE4_ROOT` environment variable set.

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@ -41,16 +41,16 @@ git pull origin master
git checkout master
make clean
git pull origin master
# Erase the content in `Unreal\CarlaUE4\Content\Carla`.
# Erase the content in `Unreal\CarlaUnreal\Content\Carla`.
# Go to `\Util\ContentVersions.txt`.
# Download the latest content.
# Extract the new content in `Unreal\CarlaUE4\Content\Carla`.
# Extract the new content in `Unreal\CarlaUnreal\Content\Carla`.
# Get development assets.
# Delete the `/Carla` folder containing previous assets.
# Go to the main carla folder.
git clone https://bitbucket.org/carla-simulator/carla-content Unreal/CarlaUE4/Content/Carla
git clone https://bitbucket.org/carla-simulator/carla-content Unreal/CarlaUnreal/Content/Carla
```
</details>
@ -122,10 +122,10 @@ __Linux.__
__Windows.__
__1.__ Erase the previous content in `Unreal\CarlaUE4\Content\Carla`.
__1.__ Erase the previous content in `Unreal\CarlaUnreal\Content\Carla`.
__2.__ Go to `\Util\ContentVersions.txt`.
__3.__ Download the content for `latest`.
__4.__ Extract the new content in `Unreal\CarlaUE4\Content\Carla`.
__4.__ Extract the new content in `Unreal\CarlaUnreal\Content\Carla`.
!!! Note
In order to work with that the CARLA team is devleoping, go to __get development assets__ below.
@ -148,7 +148,7 @@ In order to handle this repository it is advisted to install [git-lfs][gitlfslin
To clone the repository, __go to the main CARLA directory__ and run the following command.
```sh
git clone https://bitbucket.org/carla-simulator/carla-content Unreal/CarlaUE4/Content/Carla
git clone https://bitbucket.org/carla-simulator/carla-content Unreal/CarlaUnreal/Content/Carla
```
!!! Warning

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@ -153,16 +153,16 @@ Download the __latest__ assets to work with the current version of CARLA by runn
Update.bat
```
The assets will be downloaded and extracted to the appropriate location if have 7zip installed. If you do not have this software installed, you will need to manually extract the file contents to `Unreal\CarlaUE4\Content\Carla`.
The assets will be downloaded and extracted to the appropriate location if have 7zip installed. If you do not have this software installed, you will need to manually extract the file contents to `Unreal\CarlaUnreal\Content\Carla`.
To download the assets for a __specific version__ of CARLA:
1. From the root CARLA directory, navigate to `\Util\ContentVersions.txt`. This document contains the links to the assets for all CARLA releases.
2. Extract the assets in `Unreal\CarlaUE4\Content\Carla`. If the path doesn't exist, create it.
2. Extract the assets in `Unreal\CarlaUnreal\Content\Carla`. If the path doesn't exist, create it.
3. Extract the file with a command similar to the following:
```sh
tar -xvzf <assets_file_name>.tar.gz.tar -C C:\path\to\carla\Unreal\CarlaUE4\Content\Carla
tar -xvzf <assets_file_name>.tar.gz.tar -C C:\path\to\carla\Unreal\CarlaUnreal\Content\Carla
```
### Set Unreal Engine environment variable

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@ -31,7 +31,7 @@
* Compilation should not give any error or warning
(`clang++-8 -Wall -Wextra -std=C++14 -Wno-missing-braces`).
* The use of `throw` is forbidden, use `carla::throw_exception` instead.
* Unreal C++ code (CarlaUE4 and Carla plugin) follow the
* Unreal C++ code (CarlaUnreal and Carla plugin) follow the
[Unreal Engine's Coding Standard][ue4link] with the exception of using
spaces instead of tabs.
* LibCarla uses a variation of [Google's style guide][googlelink].

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@ -194,7 +194,7 @@ make import ARGS="--package=<package_name>"
make import ARGS="--no-carla-materials"
```
All files will be imported and prepared to be used in the Unreal Editor. The map package will be created in `Unreal/CarlaUE4/Content`. A base map tile, `<mapName>`, will be created as a streaming level for all the tiles. The base tile will contain the sky, weather, and Large Map actors and will be ready for use in a simulation.
All files will be imported and prepared to be used in the Unreal Editor. The map package will be created in `Unreal/CarlaUnreal/Content`. A base map tile, `<mapName>`, will be created as a streaming level for all the tiles. The base tile will contain the sky, weather, and Large Map actors and will be ready for use in a simulation.
!!! Note
It is currently not recommended to use the customization tools provided for standard maps in the Unreal Editor, e.g., road painter, procedural buildings, etc.

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@ -159,7 +159,7 @@ The recorder file includes information regarding many different elements.
### Recording
To start recording there is only need for a file name. Using `\`, `/` or `:` characters in the file name will define it as an absolute path. If no path is detailed, the file will be saved in `CarlaUE4/Saved`.
To start recording there is only need for a file name. Using `\`, `/` or `:` characters in the file name will define it as an absolute path. If no path is detailed, the file will be saved in `CarlaUnreal/Saved`.
```py
client.start_recorder("/home/carla/recording01.log")
@ -210,13 +210,13 @@ The recorder saves all of the data in a custom binary file format specified in [
CARLA offers a number of options regarding rendering quality and efficiency. At the most basic level, CARLA offers two quality options to enable operation on both high and low spec hardware with the best results:
### Epic mode
`./CarlaUE4.sh -quality-level=Epic`
`./CarlaUnreal.sh -quality-level=Epic`
![Epic mode screenshot](img/rendering_quality_epic.jpg)
*Epic mode screenshot*
### Low mode
`./CarlaUE4.sh -quality-level=Low`
`./CarlaUnreal.sh -quality-level=Low`
![Low mode screenshot](img/rendering_quality_low.jpg)
*Low mode screenshot*

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@ -119,7 +119,7 @@ make import ARGS="--package=<package_name>"
make import ARGS="--no-carla-materials"
```
All files will be imported and prepared to be used in the Unreal Editor. The map package will be created in `Unreal/CarlaUE4/Content`. A base map tile, `<mapName>`, will be created as a streaming level for all the tiles. The base tile will contain the sky, weather, and large map actors and will be ready for use in a simulation.
All files will be imported and prepared to be used in the Unreal Editor. The map package will be created in `Unreal/CarlaUnreal/Content`. A base map tile, `<mapName>`, will be created as a streaming level for all the tiles. The base tile will contain the sky, weather, and large map actors and will be ready for use in a simulation.
!!! Note
It is currently not recommended to use the customization tools provided for standard maps in the Unreal Editor, e.g., road painter, procedural buildings, etc.

View File

@ -63,7 +63,7 @@ CARLA up to 0.9.9 (included) is set to be single-stream. For later versions, mul
__1. Run CARLA.__
* __a) In a CARLA package__ — Go to the CARLA folder and start the simulation with `CarlaUE4.exe` (Windows) or `./CarlaUE4.sh` (Linux).
* __a) In a CARLA package__ — Go to the CARLA folder and start the simulation with `CarlaUnreal.exe` (Windows) or `./CarlaUnreal.sh` (Linux).
* __b) In a build from source__ — Go to the CARLA folder, run the UE editor with `make launch` and press `Play`.

View File

@ -533,10 +533,10 @@ The information saved by the recorder will be parsed and shown in your terminal
- <a name="carla.Client.start_recorder"></a>**<font color="#7fb800">start_recorder</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**filename**</font>, <font color="#00a6ed">**additional_data**=False</font>)
Enables the recording feature, which will start saving every information possible needed by the server to replay the simulation.
- **Parameters:**
- `filename` (_str_) - Name of the file to write the recorded data. A simple name will save the recording in 'CarlaUE4/Saved/recording.log'. Otherwise, if some folder appears in the name, it will be considered an absolute path.
- `filename` (_str_) - Name of the file to write the recorded data. A simple name will save the recording in 'CarlaUnreal/Saved/recording.log'. Otherwise, if some folder appears in the name, it will be considered an absolute path.
- `additional_data` (_bool_) - Enables or disable recording non-essential data for reproducing the simulation (bounding box location, physics control parameters, etc).
- <a name="carla.Client.stop_recorder"></a>**<font color="#7fb800">stop_recorder</font>**(<font color="#00a6ed">**self**</font>)
Stops the recording in progress. If you specified a path in `filename`, the recording will be there. If not, look inside `CarlaUE4/Saved/`.
Stops the recording in progress. If you specified a path in `filename`, the recording will be there. If not, look inside `CarlaUnreal/Saved/`.
- <a name="carla.Client.stop_replayer"></a>**<font color="#7fb800">stop_replayer</font>**(<font color="#00a6ed">**self**</font>, <font color="#00a6ed">**keep_actors**</font>)
Stop current replayer.
- **Parameters:**

View File

@ -2,8 +2,8 @@
We use Doxygen to generate the documentation of our C++ code:
[Libcarla/Source](http://carla.org/Doxygen/html/dir_b9166249188ce33115fd7d5eed1849f2.html)<br>
[Unreal/CarlaUE4/Source](http://carla.org/Doxygen/html/dir_733e9da672a36443d0957f83d26e7dbf.html)<br>
[Unreal/CarlaUE4/Carla/Plugins](http://carla.org/Doxygen/html/dir_8fc34afb5f07a67966c78bf5319f94ae.html)
[Unreal/CarlaUnreal/Source](http://carla.org/Doxygen/html/dir_733e9da672a36443d0957f83d26e7dbf.html)<br>
[Unreal/CarlaUnreal/Carla/Plugins](http://carla.org/Doxygen/html/dir_8fc34afb5f07a67966c78bf5319f94ae.html)
The generated documentation is available at this link **<http://carla.org/Doxygen/html/index.html>**

View File

@ -699,7 +699,7 @@ __2.__ Run the simulation using `python3 config.py --fps=10`.
* __Output:__ [carla.Image](python_api.md#carla.Image) per step (unless `sensor_tick` says otherwise).
This camera classifies every object in sight by displaying it in a different color according to its tags (e.g., pedestrians in a different color than vehicles).
When the simulation starts, every element in scene is created with a tag. So it happens when an actor is spawned. The objects are classified by their relative file path in the project. For example, meshes stored in `Unreal/CarlaUE4/Content/Static/Pedestrians` are tagged as `Pedestrian`.
When the simulation starts, every element in scene is created with a tag. So it happens when an actor is spawned. The objects are classified by their relative file path in the project. For example, meshes stored in `Unreal/CarlaUnreal/Content/Static/Pedestrians` are tagged as `Pedestrian`.
![ImageSemanticSegmentation](img/ref_sensors_semantic.jpg)
@ -750,7 +750,7 @@ The following tags are currently available:
* __Output:__ [carla.Image](python_api.md#carla.Image) per step (unless `sensor_tick` says otherwise).
This camera classifies every object in the field of view both by class and also by instance ID.
When the simulation starts, every element in scene is created with a tag. So it happens when an actor is spawned. The objects are classified by their relative file path in the project. For example, meshes stored in `Unreal/CarlaUE4/Content/Static/Pedestrians` are tagged as `Pedestrian`.
When the simulation starts, every element in scene is created with a tag. So it happens when an actor is spawned. The objects are classified by their relative file path in the project. For example, meshes stored in `Unreal/CarlaUnreal/Content/Static/Pedestrians` are tagged as `Pedestrian`.
![ImageInstanceSegmentation](img/instance_segmentation.png)

View File

@ -11,7 +11,7 @@ How to run CARLA
Launch a terminal in this folder and execute the simulator by running
```sh
./CarlaUE4.sh
./CarlaUnreal.sh
```
this will launch a window with a view over the city. This is the "spectator"

View File

@ -192,7 +192,7 @@ The method to start a CARLA server depends on the installation method you used a
```sh
cd /opt/carla-simulator/bin/
./CarlaUE4.sh
./CarlaUnreal.sh
```
- Linux package installation:
@ -200,7 +200,7 @@ The method to start a CARLA server depends on the installation method you used a
```sh
cd path/to/carla/root
./CarlaUE4.sh
./CarlaUnreal.sh
```
- Windows package installation:
@ -208,7 +208,7 @@ The method to start a CARLA server depends on the installation method you used a
```sh
cd path/to/carla/root
CarlaUE4.exe
CarlaUnreal.exe
```
A window containing a view over the city will pop up. This is the _spectator view_. To fly around the city use the mouse and `WASD` keys, holding down the right mouse button to control the direction.
@ -234,7 +234,7 @@ This is the server simulator which is now running and waiting for a client to co
There are some configuration options available when launching CARLA and they can be used as follows:
```sh
./CarlaUE4.sh -carla-rpc-port=3000
./CarlaUnreal.sh -carla-rpc-port=3000
```
* `-carla-rpc-port=N` Listen for client connections at port `N`. Streaming port is set to `N+1` by default.

View File

@ -34,7 +34,7 @@ __Open the Unreal Engine Editor__ and go to `Carla/Static`. Create a new folder
### 3. Create two-way correspondence between UE and the code tag
__3.1. Open `Tagger.cpp`__ in `Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Game`. Go to __`GetLabelByFolderName`__ Add the your tag by the end of the list. The string being compared is the name of the UE folder used in [__2.__](#2-create-the-ue-folder-for-assets), so use the exact same name here.
__3.1. Open `Tagger.cpp`__ in `Unreal/CarlaUnreal/Plugins/Carla/Source/Carla/Game`. Go to __`GetLabelByFolderName`__ Add the your tag by the end of the list. The string being compared is the name of the UE folder used in [__2.__](#2-create-the-ue-folder-for-assets), so use the exact same name here.
![tagger_cpp](img/tuto_D_create_semantic_tags/03_tagger_cpp.jpg)

View File

@ -104,8 +104,8 @@ Let's start.
This class has to be located inside Carla plugin, we'll create two files for our
new C++ class
* `Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Sensor/SafeDistanceSensor.h`
* `Unreal/CarlaUE4/Plugins/Carla/Source/Carla/Sensor/SafeDistanceSensor.cpp`
* `Unreal/CarlaUnreal/Plugins/Carla/Source/Carla/Sensor/SafeDistanceSensor.h`
* `Unreal/CarlaUnreal/Plugins/Carla/Source/Carla/Sensor/SafeDistanceSensor.cpp`
At the very minimum, the sensor is required to inherit `ASensor`, and provide a
static method `GetSensorDefinition`; but we'll be overriding also the `Set`,

View File

@ -476,7 +476,7 @@ depth_cam.listen(lambda image: image.save_to_disk('tutorial/new_depth_output/%.6
### Semantic segmentation camera
The [semantic segmentation camera](ref_sensors.md#semantic-segmentation-camera) renders elements in scene with a different color depending on how these have been tagged. The tags are created by the simulator depending on the path of the asset used for spawning. For example, meshes tagged as `Pedestrians` are spawned with content stored in `Unreal/CarlaUE4/Content/Static/Pedestrians`.
The [semantic segmentation camera](ref_sensors.md#semantic-segmentation-camera) renders elements in scene with a different color depending on how these have been tagged. The tags are created by the simulator depending on the path of the asset used for spawning. For example, meshes tagged as `Pedestrians` are spawned with content stored in `Unreal/CarlaUnreal/Content/Static/Pedestrians`.
The output is an image, as any camera, but each pixel contains the tag encoded in the red channel. This original image must be converted using __ColorConverter.CityScapesPalette__. New tags can be created, read more in the [documentation](ref_sensors.md#semantic-segmentation-camera).
@ -682,7 +682,7 @@ python3 no_rendering_mode.py --no-rendering
### Start recording
The [__recorder__](adv_recorder.md) can be started at anytime. The script does it at the very beginning, in order to capture everything, including the spawning of the first actors. If no path is detailed, the log will be saved into `CarlaUE4/Saved`.
The [__recorder__](adv_recorder.md) can be started at anytime. The script does it at the very beginning, in order to capture everything, including the spawning of the first actors. If no path is detailed, the log will be saved into `CarlaUnreal/Saved`.
```py
# --------------
@ -737,7 +737,7 @@ So far, a simulation has been recorded. Now, it is time to examine the recording
It is time to run a new simulation.
```sh
./CarlaUE4.sh
./CarlaUnreal.sh
```
To reenact the simulation, [choose a fragment](#choose-a-fragment) and run the script containing the code for the playback.

View File

@ -15,12 +15,12 @@ The RoadRunner software from MathWorks provides plugins for Unreal Engine to hel
__1.__ The plugins are available for download from the [MathWorks website](https://www.mathworks.com/help/roadrunner/ug/Downloading-Plugins.html). MathWorks also has a [full tutorial](https://www.mathworks.com/help/roadrunner/ug/Exporting-to-CARLA.html), similar to this one, on how to import maps to CARLA using the plugins.
__2.__ Extract the contents of the downloaded folder and move the folders `RoadRunnerImporter`, `RoadRunnerCarlaIntegration` and `RoadRunnerMaterials` to `<carla>/Unreal/CarlaUE4/Plugins/`.
__2.__ Extract the contents of the downloaded folder and move the folders `RoadRunnerImporter`, `RoadRunnerCarlaIntegration` and `RoadRunnerMaterials` to `<carla>/Unreal/CarlaUnreal/Plugins/`.
__3.__ Rebuild the plugin following the instructions below:
* __On Windows.__
* Right-click the `.uproject` file in `<carla>/Unreal/CarlaUE4` and select `Generate Visual Studio project files`.
* Right-click the `.uproject` file in `<carla>/Unreal/CarlaUnreal` and select `Generate Visual Studio project files`.
* In the root folder of CARLA, run the command:
```sh
@ -30,7 +30,7 @@ make launch
* __On Linux.__
* Run the following command:
```sh
UE4_ROOT/GenerateProjectFiles.sh -project="carla/Unreal/CarlaUE4/CarlaUE4.uproject" -game -engine
UE4_ROOT/GenerateProjectFiles.sh -project="carla/Unreal/CarlaUnreal/CarlaUnreal.uproject" -game -engine
```
__4.__ In the Unreal Engine window, make sure the checkbox is selected for both plugins `Edit > Plugins`.
@ -67,7 +67,7 @@ This method of importing maps can be used with generic `.fbx` and `.xodr` files.
To import a map manually to Unreal Engine:
__1.__ In your system's file explorer, copy the `.xodr` file to `<carla-root>/Unreal/CarlaUE4/Content/Carla/Maps/OpenDrive`.
__1.__ In your system's file explorer, copy the `.xodr` file to `<carla-root>/Unreal/CarlaUnreal/Content/Carla/Maps/OpenDrive`.
__2.__ Open the Unreal Engine editor by running `make launch` in the carla root directory. In the _Content Browser_ of the editor, navigate to `Content/Carla/Maps/BaseMap` and duplicate the `BaseMap`. This will provide a blank map with the default sky and lighting objects.
@ -145,7 +145,7 @@ __14.__ In the _Modes_ panel, search for the __Open Drive Actor__ and drag it in
>>![ue_opendrive_actor](../img/ue_opendrive_actor.jpg)
__15.__ In the _Details_ panel, check `Add Spawners` and then click on the box beside `Generate Routes`. This will find the `.xodr` file with the same map name in the `<carla-root>/Unreal/CarlaUE4/Content/Carla/Maps/OpenDrive` directory and use it to generate a series of _RoutePlanner_ and _VehicleSpawnPoint_ actors.
__15.__ In the _Details_ panel, check `Add Spawners` and then click on the box beside `Generate Routes`. This will find the `.xodr` file with the same map name in the `<carla-root>/Unreal/CarlaUnreal/Content/Carla/Maps/OpenDrive` directory and use it to generate a series of _RoutePlanner_ and _VehicleSpawnPoint_ actors.
>>![ue_generate_routes](../img/ue_generate_routes.png)

View File

@ -47,7 +47,7 @@ make import ARGS="--package=<package_name>"
make import ARGS="--no-carla-materials"
```
A folder will be created in `Unreal/CarlaUE4/Content` with the name of your map package. It will contain config files, overdrive information, static asset information and navigation information.
A folder will be created in `Unreal/CarlaUnreal/Content` with the name of your map package. It will contain config files, overdrive information, static asset information and navigation information.
---

View File

@ -59,7 +59,7 @@ __2.__ Double check your mesh names. Mesh names should start with any of the app
![ue_meshes](../img/ue_meshes.jpg)
__3.__ Press `ctrl + A` to select everything and export the map by selecting `File` -> `Carla Exporter`. A `<mapName>.obj` file will be created in `Unreal/CarlaUE4/Saved`.
__3.__ Press `ctrl + A` to select everything and export the map by selecting `File` -> `Carla Exporter`. A `<mapName>.obj` file will be created in `Unreal/CarlaUnreal/Saved`.
__4.__ Move the `<mapName>.obj` and the `<mapName>.xodr` to `Util/DockerUtils/dist`.

View File

@ -23,7 +23,7 @@ CARLA can be launched using the command line using the executable in Windows or
```sh
cd /carla/root
./CarlaUE4.sh
./CarlaUnreal.sh
```
To manipulate CARLA through the Python API, we need to connect the Python client to the server through an open port. The client controls the simulator through the [__client and world objects__](foundations.md#world-and-client) Open a Python notebook or create a new script, then add the following code to the start of the script or the main function:

View File

@ -11,7 +11,7 @@ CASE_SENSE_NAMES = YES
SORT_BRIEF_DOCS = YES
WARN_IF_UNDOCUMENTED = NO
WARN_LOGFILE = Doxygen/warnings.log
INPUT = Unreal/CarlaUE4/Source Unreal/CarlaUE4/Plugins/Carla/Source LibCarla/source
INPUT = Unreal/CarlaUnreal/Source Unreal/CarlaUnreal/Plugins/Carla/Source LibCarla/source
FILE_PATTERNS = *.cpp *.h *.hpp *.cc
EXCLUDE = LibCarla/source/carla/Version.h
RECURSIVE = YES
@ -27,7 +27,7 @@ FORMULA_FONTSIZE = 12
GENERATE_LATEX = NO
MACRO_EXPANSION = YES
EXPAND_ONLY_PREDEF = YES
INCLUDE_PATH = Unreal/CarlaUE4/Source Unreal/CarlaUE4/Plugins/Carla/Source LibCarla/source
INCLUDE_PATH = Unreal/CarlaUnreal/Source Unreal/CarlaUnreal/Plugins/Carla/Source LibCarla/source
INCLUDE_FILE_PATTERNS = *.h *.hpp
HIDE_UNDOC_RELATIONS = NO
HAVE_DOT = YES

8
Jenkinsfile vendored
View File

@ -43,7 +43,7 @@ pipeline
{
steps
{
sh 'git update-index --skip-worktree Unreal/CarlaUE4/CarlaUE4.uproject'
sh 'git update-index --skip-worktree Unreal/CarlaUnreal/CarlaUnreal.uproject'
sh 'make setup ARGS="--python-version=3.7,2 --target-wheel-platform=manylinux_2_27_x86_64 --chrono"'
}
}
@ -134,7 +134,7 @@ pipeline
unstash name: 'ubuntu_examples'
sh 'tar -xvzf Dist/CARLA*.tar.gz -C Dist/'
// sh 'tar -xvzf Dist/AdditionalMaps*.tar.gz -C Dist/'
sh 'DISPLAY= ./Dist/CarlaUE4.sh -nullrhi -RenderOffScreen --carla-rpc-port=3654 --carla-streaming-port=0 -nosound > CarlaUE4.log &'
sh 'DISPLAY= ./Dist/CarlaUnreal.sh -nullrhi -RenderOffScreen --carla-rpc-port=3654 --carla-streaming-port=0 -nosound > CarlaUnreal.log &'
sh 'make smoke_tests ARGS="--xml --python-version=3.7 --target-wheel-platform=manylinux_2_27_x86_64"'
sh 'make run-examples ARGS="localhost 3654"'
}
@ -142,7 +142,7 @@ pipeline
{
always
{
archiveArtifacts 'CarlaUE4.log'
archiveArtifacts 'CarlaUnreal.log'
junit 'Build/test-results/smoke-tests-*.xml'
deleteDir()
node('master')
@ -240,7 +240,7 @@ pipeline
{
bat """
call ../setEnv64.bat
git update-index --skip-worktree Unreal/CarlaUE4/CarlaUE4.uproject
git update-index --skip-worktree Unreal/CarlaUnreal/CarlaUnreal.uproject
"""
bat """
call ../setEnv64.bat

View File

@ -116,7 +116,7 @@ namespace detail {
std::string opendrive,
const rpc::OpendriveGenerationParameters & params, bool reset_settings) {
// The "OpenDriveMap" is an ".umap" located in:
// "carla/Unreal/CarlaUE4/Content/Carla/Maps/"
// "carla/Unreal/CarlaUnreal/Content/Carla/Maps/"
// It will load the last sended OpenDRIVE by client's "LoadOpenDriveEpisode()"
constexpr auto custom_opendrive_map = "OpenDriveMap";
_client.CopyOpenDriveToServer(std::move(opendrive), params);

View File

@ -223,7 +223,7 @@
- param_name: filename
type: str
doc: >
Name of the file to write the recorded data. A simple name will save the recording in 'CarlaUE4/Saved/recording.log'. Otherwise, if some folder appears in the name, it will be considered an absolute path.
Name of the file to write the recorded data. A simple name will save the recording in 'CarlaUnreal/Saved/recording.log'. Otherwise, if some folder appears in the name, it will be considered an absolute path.
- param_name: additional_data
type: bool
default: False
@ -235,7 +235,7 @@
- def_name: stop_recorder
params:
doc: >
Stops the recording in progress. If you specified a path in `filename`, the recording will be there. If not, look inside `CarlaUE4/Saved/`.
Stops the recording in progress. If you specified a path in `filename`, the recording will be there. If not, look inside `CarlaUnreal/Saved/`.
# --------------------------------------
- def_name: get_available_maps
params:

View File

@ -16,12 +16,12 @@ endif ()
set (
CARLA_UE_PATH
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUE4
${CARLA_WORKSPACE_PATH}/Unreal/CarlaUnreal
)
set (
CARLA_UE_PROJECT_PATH
${CARLA_UE_PATH}/CarlaUE4.uproject
${CARLA_UE_PATH}/CarlaUnreal.uproject
)
add_custom_target (

View File

@ -5,7 +5,7 @@
"Description": "",
"Modules": [
{
"Name": "CarlaUE4",
"Name": "CarlaUnreal",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [

View File

@ -23,7 +23,7 @@ public class CarlaUE4Target : TargetRules
Type = TargetType.Game;
ExtraModuleNames.Add("CarlaUE4");
ExtraModuleNames.Add("CarlaUnreal");
LogFlagStatus("Unity build", EnableUnityBuild);

View File

@ -4,7 +4,7 @@ using EpicGames.Core;
using System;
using UnrealBuildTool;
public class CarlaUE4 : ModuleRules
public class CarlaUnreal : ModuleRules
{
[CommandLine("-slate-ui")]
bool EnableSlateUI = false;
@ -18,9 +18,9 @@ public class CarlaUE4 : ModuleRules
Console.WriteLine(string.Format("{0} is {1}.", name, state));
}
public CarlaUE4(ReadOnlyTargetRules Target) : base(Target)
public CarlaUnreal(ReadOnlyTargetRules Target) : base(Target)
{
PrivatePCHHeaderFile = "CarlaUE4.h";
PrivatePCHHeaderFile = "CarlaUnreal.h";
PublicDependencyModuleNames.AddRange(new string[]
{

View File

@ -1,5 +1,5 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "CarlaUE4.h"
#include "CarlaUnreal.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, CarlaUE4, "CarlaUE4" );
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, CarlaUnreal, "CarlaUnreal" );

View File

@ -22,7 +22,7 @@ public class CarlaUE4EditorTarget : TargetRules
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
Type = TargetType.Editor;
ExtraModuleNames.Add("CarlaUE4");
ExtraModuleNames.Add("CarlaUnreal");
LogFlagStatus("Unity build", EnableUnityBuild);

View File

@ -5,7 +5,7 @@ rem -- Set up environment ------------------------------------------------------
rem ============================================================================
set SCRIPT_DIR=%~dp0
set CONTENT_FOLDER=%SCRIPT_DIR%Unreal/CarlaUE4/Content/Carla
set CONTENT_FOLDER=%SCRIPT_DIR%Unreal/CarlaUnreal/Content/Carla
set VERSION_FILE=%CONTENT_FOLDER%/.version
set CONTENT_VERSIONS=%SCRIPT_DIR%/Util/ContentVersions.txt

View File

@ -6,7 +6,7 @@ import shutil
import json
WORKSPACE_PATH = Path(__file__).parent.resolve()
CONTENT_PARENT_PATH = WORKSPACE_PATH / 'Unreal' / 'CarlaUE4' / 'Content'
CONTENT_PARENT_PATH = WORKSPACE_PATH / 'Unreal' / 'CarlaUnreal' / 'Content'
INTERMEDIATE_FILE_PATH = CONTENT_PARENT_PATH / f'Carla.tar.gz'
CONTENT_PATH = CONTENT_PARENT_PATH / 'Carla'
CONTENT_VERSION_FILE_PATH = WORKSPACE_PATH / 'Util' / 'ContentVersions.json'

View File

@ -44,7 +44,7 @@ done
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
pushd "$SCRIPT_DIR" >/dev/null
CONTENT_FOLDER="${SCRIPT_DIR}/Unreal/CarlaUE4/Content/Carla"
CONTENT_FOLDER="${SCRIPT_DIR}/Unreal/CarlaUnreal/Content/Carla"
CONTENT_ID=$(tac $SCRIPT_DIR/Util/ContentVersions.txt | egrep -m 1 . | rev | cut -d' ' -f1 | rev)
CONTENT_LINK=http://carla-assets.s3.amazonaws.com/${CONTENT_ID}.tar.gz
@ -82,7 +82,7 @@ if $SKIP_DOWNLOAD ; then
echo
echo " ${CONTENT_LINK}"
echo
echo "and extract it under Unreal/CarlaUE4/Content/Carla."
echo "and extract it under Unreal/CarlaUnreal/Content/Carla."
exit 0
fi

View File

@ -96,7 +96,7 @@ if not "%UE4_ROOT:~-1%"=="\" set UE4_ROOT=%UE4_ROOT%\
rem Set the visual studio solution directory
rem
set UE4_PROJECT_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUE4\
set UE4_PROJECT_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUnreal\
pushd "%UE4_PROJECT_FOLDER%"
rem Clear binaries and intermediates generated by the build system
@ -120,7 +120,7 @@ if %REMOVE_INTERMEDIATE% == true (
rem Remove files
for %%G in (
"%UE4_PROJECT_FOLDER%CarlaUE4.sln"
"%UE4_PROJECT_FOLDER%CarlaUnreal.sln"
) do (
if exist %%G (
echo %FILE_N% Cleaning %%G
@ -155,10 +155,10 @@ if exist %OMNIVERSE_PLUGIN_FOLDER% (
)
if %USE_CARSIM% == true (
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject" -e
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject" -e
set CARSIM_STATE="CarSim ON"
) else (
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"
set CARSIM_STATE="CarSim OFF"
)
if %USE_CHRONO% == true (
@ -177,7 +177,7 @@ if %USE_UNITY% == true (
set UNITY_STATE="Unity OFF"
)
set OPTIONAL_MODULES_TEXT=%CARSIM_STATE% %CHRONO_STATE% %ROS2_STATE% %OMNIVERSE_PLUGIN_INSTALLED% %UNITY_STATE%
echo %OPTIONAL_MODULES_TEXT% > "%ROOT_PATH%Unreal/CarlaUE4/Config/OptionalModules.ini"
echo %OPTIONAL_MODULES_TEXT% > "%ROOT_PATH%Unreal/CarlaUnreal/Config/OptionalModules.ini"
if %BUILD_UE4_EDITOR% == true (
@ -189,16 +189,16 @@ if %BUILD_UE4_EDITOR% == true (
Development^
-WaitMutex^
-FromMsBuild^
"%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"
"%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"
if errorlevel 1 goto bad_exit
call "%UE4_ROOT%Engine\Build\BatchFiles\Build.bat"^
CarlaUE4^
CarlaUnreal^
Win64^
Development^
-WaitMutex^
-FromMsBuild^
"%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"
"%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"
if errorlevel 1 goto bad_exit
)
@ -207,7 +207,7 @@ rem
if %LAUNCH_UE4_EDITOR% == true (
echo %FILE_N% Launching Unreal Editor...
call "%UE4_ROOT%\Engine\Binaries\Win64\UE4Editor.exe"^
"%UE4_PROJECT_FOLDER%CarlaUE4.uproject" %EDITOR_FLAGS%
"%UE4_PROJECT_FOLDER%CarlaUnreal.uproject" %EDITOR_FLAGS%
if %errorlevel% neq 0 goto error_build
)
@ -224,11 +224,11 @@ rem ============================================================================
:error_build
echo.
echo %FILE_N% [ERROR] There was a problem building CarlaUE4.
echo %FILE_N% Please go to "Carla\Unreal\CarlaUE4", right click on
echo %FILE_N% "CarlaUE4.uproject" and select:
echo %FILE_N% [ERROR] There was a problem building CarlaUnreal.
echo %FILE_N% Please go to "Carla\Unreal\CarlaUnreal", right click on
echo %FILE_N% "CarlaUnreal.uproject" and select:
echo %FILE_N% "Generate Visual Studio project files"
echo %FILE_N% Open de generated "CarlaUE4.sln" and try to manually compile it
echo %FILE_N% Open de generated "CarlaUnreal.sln" and try to manually compile it
echo %FILE_N% and check what is causing the error.
goto bad_exit

View File

@ -4,7 +4,7 @@
# -- Parse arguments -----------------------------------------------------------
# ==============================================================================
DOC_STRING="Build and launch CarlaUE4."
DOC_STRING="Build and launch CarlaUnreal."
USAGE_STRING="Usage: $0 [-h|--help] [--build] [--rebuild] [--launch] [--clean] [--hard-clean] [--opengl]"
@ -103,7 +103,7 @@ fi
pushd "${CARLAUE4_ROOT_FOLDER}" >/dev/null
# ==============================================================================
# -- Clean CarlaUE4 ------------------------------------------------------------
# -- Clean CarlaUnreal ------------------------------------------------------------
# ==============================================================================
if ${HARD_CLEAN} ; then
@ -153,17 +153,17 @@ if [[ ! -d ${HOUDINI_PLUGIN_PATH} ]] ; then
fi
# ==============================================================================
# -- Build CarlaUE4 ------------------------------------------------------------
# -- Build CarlaUnreal ------------------------------------------------------------
# ==============================================================================
if ${BUILD_CARLAUE4} ; then
OPTIONAL_MODULES_TEXT=""
if ${USE_CARSIM} ; then
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUE4.uproject" -e
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUnreal.uproject" -e
OPTIONAL_MODULES_TEXT="CarSim ON"$'\n'"${OPTIONAL_MODULES_TEXT}"
else
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUE4.uproject"
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUnreal.uproject"
OPTIONAL_MODULES_TEXT="CarSim OFF"$'\n'"${OPTIONAL_MODULES_TEXT}"
fi
if ${USE_CHRONO} ; then
@ -194,12 +194,12 @@ if ${BUILD_CARLAUE4} ; then
# This command fails sometimes but normally we can continue anyway.
set +e
log "Generate Unreal project files."
${UE4_ROOT}/GenerateProjectFiles.sh -project="${PWD}/CarlaUE4.uproject" -game -engine -makefiles
${UE4_ROOT}/GenerateProjectFiles.sh -project="${PWD}/CarlaUnreal.uproject" -game -engine -makefiles
set -e
fi
log "Build CarlaUE4 project."
log "Build CarlaUnreal project."
make CarlaUE4Editor
#Providing the user with the ExportedMaps folder
@ -216,7 +216,7 @@ fi
if ${LAUNCH_UE4_EDITOR} ; then
log "Launching UE4Editor..."
${GDB} ${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${PWD}/CarlaUE4.uproject" ${RHI} ${EDITOR_FLAGS}
${GDB} ${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${PWD}/CarlaUnreal.uproject" ${RHI} ${EDITOR_FLAGS}
else

View File

@ -75,7 +75,7 @@ set LIBCARLA_VSPROJECT_PATH=%INSTALLATION_DIR:/=\%libcarla-visualstudio\
if %GENERATOR% == "" set GENERATOR="Visual Studio 16 2019"
set LIBCARLA_SERVER_INSTALL_PATH=%ROOT_PATH:/=\%Unreal\CarlaUE4\Plugins\Carla\CarlaDependencies\
set LIBCARLA_SERVER_INSTALL_PATH=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Plugins\Carla\CarlaDependencies\
set LIBCARLA_CLIENT_INSTALL_PATH=%ROOT_PATH:/=\%PythonAPI\carla\dependencies\
if %REMOVE_INTERMEDIATE% == true (

View File

@ -73,8 +73,8 @@ rem
set OSM2ODR_VSPROJECT_PATH=%INSTALLATION_DIR:/=\%osm2odr-visualstudio\
set OSM2ODR_SOURCE_PATH=%INSTALLATION_DIR:/=\%om2odr-source\
set OSM2ODR_INSTALL_PATH=%ROOT_PATH:/=\%PythonAPI\carla\dependencies\
set OSM2ODR__SERVER_INSTALL_PATH=%ROOT_PATH:/=\%Unreal\CarlaUE4\Plugins\Carla\CarlaDependencies
set CARLA_DEPENDENCIES_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUE4\Plugins\Carla\CarlaDependencies\
set OSM2ODR__SERVER_INSTALL_PATH=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Plugins\Carla\CarlaDependencies
set CARLA_DEPENDENCIES_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Plugins\Carla\CarlaDependencies\
if %GENERATOR% == "" set GENERATOR="Visual Studio 16 2019"

View File

@ -57,8 +57,8 @@ rem ============================================================================
rem Set the visual studio solution directory
rem
set CARLA_PLUGINS_PATH=%ROOT_PATH:/=\%Unreal\CarlaUE4\Plugins\
set CARLA_STREETMAP_PLUGINS_PATH=%ROOT_PATH:/=\%Unreal\CarlaUE4\Plugins\StreetMap\
set CARLA_PLUGINS_PATH=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Plugins\
set CARLA_STREETMAP_PLUGINS_PATH=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Plugins\StreetMap\
rem Build STREETMAP

View File

@ -199,7 +199,7 @@ def generate_decals_file(folder):
def invoke_commandlet(name, arguments):
"""Generic function for running a commandlet with its arguments."""
ue4_path = os.environ["UE4_ROOT"]
uproject_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUE4", "CarlaUE4.uproject")
uproject_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUnreal", "CarlaUnreal.uproject")
run = "-run=%s" % (name)
if os.name == "nt":
@ -313,7 +313,7 @@ def generate_package_file(package_name, props, maps):
"use_carla_materials": use_carla_materials
})
package_config_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUE4", "Content", package_name, "Config")
package_config_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUnreal", "Content", package_name, "Config")
if not os.path.exists(package_config_path):
try:
os.makedirs(package_config_path)
@ -331,7 +331,7 @@ def copy_roadpainter_config_files(package_name):
two_directories_up = os.path.dirname(os.path.dirname(os.path.dirname(__file__)))
final_path = os.path.join(two_directories_up, "Import", "roadpainter_decals.json")
if os.path.exists(final_path):
package_config_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUE4", "Content", package_name, "Config")
package_config_path = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUnreal", "Content", package_name, "Config")
if not os.path.exists(package_config_path):
try:
os.makedirs(package_config_path)
@ -402,7 +402,7 @@ def import_assets(package_name, json_dirname, props, maps, do_tiles, tile_size,
xodr_folder_destin = os.path.join(
CARLA_ROOT_PATH,
"Unreal",
"CarlaUE4",
"CarlaUnreal",
"Content",
package_name,
"Maps",
@ -551,7 +551,7 @@ def build_binary_for_navigation(package_name, dirname, maps):
# copy the binary file
nav_path_source = os.path.join(folder, "%s.bin" % fbx_name_no_ext)
nav_folder_target = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUE4", "Content", package_name, "Maps", target_name, "Nav")
nav_folder_target = os.path.join(CARLA_ROOT_PATH, "Unreal", "CarlaUnreal", "Content", package_name, "Maps", target_name, "Nav")
if os.path.exists(nav_path_source):
if not os.path.exists(nav_folder_target):
os.makedirs(nav_folder_target)
@ -583,7 +583,7 @@ def build_binary_for_tm(package_name, dirname, maps):
tm_folder_target = os.path.join(
CARLA_ROOT_PATH,
"Unreal",
"CarlaUE4",
"CarlaUnreal",
"Content",
package_name,
"Maps",

View File

@ -11,11 +11,11 @@ Use the following commands:
launch:
Compile CarlaUE4 project and launch it in Unreal Engine's Editor.
Compile CarlaUnreal project and launch it in Unreal Engine's Editor.
launch-only:
Launch CarlaUE4 project in Unreal Engine's Editor, but skip building
Launch CarlaUnreal project in Unreal Engine's Editor, but skip building
step (assume the project is already built).
import:
@ -73,7 +73,7 @@ for developers:
CarlaUE4Editor:
Build CarlaUE4 project, but do not launch the editor.
Build CarlaUnreal project, but do not launch the editor.
PythonAPI(.2|.3):

View File

@ -119,11 +119,11 @@ rem ============================================================================
if %DO_PACKAGE%==true (
if %USE_CARSIM% == true (
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject" -e
echo CarSim ON > "%ROOT_PATH%Unreal/CarlaUE4/Config/CarSimConfig.ini"
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject" -e
echo CarSim ON > "%ROOT_PATH%Unreal/CarlaUnreal/Config/CarSimConfig.ini"
) else (
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"
echo CarSim OFF > "%ROOT_PATH%Unreal/CarlaUE4/Config/CarSimConfig.ini"
py -3 %ROOT_PATH%Util/BuildTools/enable_carsim_to_uproject.py -f="%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"
echo CarSim OFF > "%ROOT_PATH%Unreal/CarlaUnreal/Config/CarSimConfig.ini"
)
if not exist "!BUILD_FOLDER!" mkdir "!BUILD_FOLDER!"
@ -134,24 +134,24 @@ if %DO_PACKAGE%==true (
Development^
-WaitMutex^
-FromMsBuild^
"%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"
"%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"
if errorlevel 1 goto error_build_editor
echo "%UE4_ROOT%\Engine\Build\BatchFiles\Build.bat"^
CarlaUE4^
CarlaUnreal^
Win64^
%PACKAGE_CONFIG%^
-WaitMutex^
-FromMsBuild^
"%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"
"%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"
call "%UE4_ROOT%\Engine\Build\BatchFiles\Build.bat"^
CarlaUE4^
CarlaUnreal^
Win64^
%PACKAGE_CONFIG%^
-WaitMutex^
-FromMsBuild^
"%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"
"%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"
if errorlevel 1 goto error_build
@ -162,7 +162,7 @@ if %DO_PACKAGE%==true (
-Platform=Win64^
-installed^
-nop4^
-project="%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"^
-project="%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"^
-cook^
-stage^
-build^
@ -178,7 +178,7 @@ if %DO_PACKAGE%==true (
-Platform=Win64^
-installed^
-nop4^
-project="%ROOT_PATH%Unreal/CarlaUE4/CarlaUE4.uproject"^
-project="%ROOT_PATH%Unreal/CarlaUnreal/CarlaUnreal.uproject"^
-cook^
-stage^
-build^
@ -215,8 +215,8 @@ if %DO_COPY_FILES%==true (
echo f | xcopy /y "!XCOPY_FROM!PythonAPI\util\*.py" "!XCOPY_TO!PythonAPI\util\"
echo d | xcopy /y /s "!XCOPY_FROM!PythonAPI\util\opendrive" "!XCOPY_TO!PythonAPI\util\opendrive"
echo f | xcopy /y "!XCOPY_FROM!PythonAPI\util\requirements.txt" "!XCOPY_TO!PythonAPI\util\"
echo f | xcopy /y "!XCOPY_FROM!Unreal\CarlaUE4\Content\Carla\HDMaps\*.pcd" "!XCOPY_TO!HDMaps\"
echo f | xcopy /y "!XCOPY_FROM!Unreal\CarlaUE4\Content\Carla\HDMaps\Readme.md" "!XCOPY_TO!HDMaps\README"
echo f | xcopy /y "!XCOPY_FROM!Unreal\CarlaUnreal\Content\Carla\HDMaps\*.pcd" "!XCOPY_TO!HDMaps\"
echo f | xcopy /y "!XCOPY_FROM!Unreal\CarlaUnreal\Content\Carla\HDMaps\Readme.md" "!XCOPY_TO!HDMaps\README"
if exist "!XCOPY_FROM!Plugins" (
echo d | xcopy /y /s "!XCOPY_FROM!Plugins" "!XCOPY_TO!Plugins"
)
@ -234,7 +234,7 @@ if %DO_PACKAGE%==true if %DO_TARBALL%==true (
if exist "!SRC_PATH!Manifest_NonUFSFiles_Win64.txt" del /Q "!SRC_PATH!Manifest_NonUFSFiles_Win64.txt"
if exist "!SRC_PATH!Manifest_DebugFiles_Win64.txt" del /Q "!SRC_PATH!Manifest_DebugFiles_Win64.txt"
if exist "!SRC_PATH!Manifest_UFSFiles_Win64.txt" del /Q "!SRC_PATH!Manifest_UFSFiles_Win64.txt"
if exist "!SRC_PATH!CarlaUE4/Saved" rmdir /S /Q "!SRC_PATH!CarlaUE4/Saved"
if exist "!SRC_PATH!CarlaUnreal/Saved" rmdir /S /Q "!SRC_PATH!CarlaUnreal/Saved"
if exist "!SRC_PATH!Engine/Saved" rmdir /S /Q "!SRC_PATH!Engine/Saved"
set DST_ZIP=%DESTINATION_ZIP:/=\%
@ -262,7 +262,7 @@ rem -- Cook other packages -----------------------------------------------------
rem ==============================================================================
rem Set some file locations
set CARLAUE4_ROOT_FOLDER=%ROOT_PATH%Unreal/CarlaUE4
set CARLAUE4_ROOT_FOLDER=%ROOT_PATH%Unreal/CarlaUnreal
set PACKAGE_PATH_FILE=%CARLAUE4_ROOT_FOLDER%/Content/PackagePath.txt
set MAP_LIST_FILE=%CARLAUE4_ROOT_FOLDER%/Content/MapPaths.txt
@ -306,7 +306,7 @@ for /f "tokens=* delims=" %%i in ("!PACKAGES!") do (
REM # Prepare cooking of package
echo Prepare cooking of package: !PACKAGE_NAME!
call "%UE4_ROOT%/Engine/Binaries/Win64/UE4Editor.exe "^
"%CARLAUE4_ROOT_FOLDER%/CarlaUE4.uproject"^
"%CARLAUE4_ROOT_FOLDER%/CarlaUnreal.uproject"^
-run=PrepareAssetsForCooking^
-PackageName=!PACKAGE_NAME!^
-OnlyPrepareMaps=false
@ -319,7 +319,7 @@ for /f "tokens=* delims=" %%i in ("!PACKAGES!") do (
REM # Cook maps
echo Cooking: %%a
call "%UE4_ROOT%/Engine/Binaries/Win64/UE4Editor.exe "^
"%CARLAUE4_ROOT_FOLDER%/CarlaUE4.uproject"^
"%CARLAUE4_ROOT_FOLDER%/CarlaUnreal.uproject"^
-run=cook^
-map="%%a"^
-targetplatform="WindowsNoEditor"^
@ -340,7 +340,7 @@ for /f "tokens=* delims=" %%i in ("!PACKAGES!") do (
pushd "!BUILD_FOLDER!"
set SUBST_PATH=!BUILD_FOLDER!CarlaUE4
set SUBST_PATH=!BUILD_FOLDER!CarlaUnreal
REM Copy the package config file to package
set TARGET="!SUBST_PATH!\Content\Carla\Config\"
@ -353,7 +353,7 @@ for /f "tokens=* delims=" %%i in ("!PACKAGES!") do (
set MAPS_TO_COOK=!MAPS_TO_COOK:+=^
!
set BASE_CONTENT=%INSTALLATION_DIR:/=\%..\Unreal\CarlaUE4\Content
set BASE_CONTENT=%INSTALLATION_DIR:/=\%..\Unreal\CarlaUnreal\Content
for /f "tokens=1 delims=+" %%a in ("!MAPS_TO_COOK!") do (
REM Get path and name of map
@ -366,7 +366,7 @@ for /f "tokens=* delims=" %%i in ("!PACKAGES!") do (
REM # copy the OpenDrive file
set SRC=!BASE_CONTENT!!MAP_FOLDER!\OpenDrive\!MAP_NAME!.xodr
set TRG=!BUILD_FOLDER!\CarlaUE4\Content\!MAP_FOLDER!\OpenDrive\
set TRG=!BUILD_FOLDER!\CarlaUnreal\Content\!MAP_FOLDER!\OpenDrive\
if exist "!SRC!" (
mkdir "!TRG!"
copy "!SRC!" "!TRG!"
@ -374,7 +374,7 @@ for /f "tokens=* delims=" %%i in ("!PACKAGES!") do (
REM # copy the navigation file
set SRC=!BASE_CONTENT!!MAP_FOLDER!\Nav\!MAP_NAME!.bin
set TRG=!BUILD_FOLDER!\CarlaUE4\Content\!MAP_FOLDER!\Nav\
set TRG=!BUILD_FOLDER!\CarlaUnreal\Content\!MAP_FOLDER!\Nav\
if exist "!SRC!" (
mkdir "!TRG!"
copy "!SRC!" "!TRG!"
@ -382,17 +382,17 @@ for /f "tokens=* delims=" %%i in ("!PACKAGES!") do (
REM # copy the traffic manager map file
set SRC=!BASE_CONTENT!!MAP_FOLDER!\TM\!MAP_NAME!.bin
set TRG=!BUILD_FOLDER!\CarlaUE4\Content\!MAP_FOLDER!\TM\
set TRG=!BUILD_FOLDER!\CarlaUnreal\Content\!MAP_FOLDER!\TM\
if exist "!SRC!" (
mkdir "!TRG!"
copy "!SRC!" "!TRG!"
)
)
rmdir /S /Q "!BUILD_FOLDER!\CarlaUE4\Metadata"
rmdir /S /Q "!BUILD_FOLDER!\CarlaUE4\Plugins"
REM del "!BUILD_FOLDER!\CarlaUE4\Content\!PACKAGE_NAME!/Maps/!PROPS_MAP_NAME!"
del "!BUILD_FOLDER!\CarlaUE4\AssetRegistry.bin"
rmdir /S /Q "!BUILD_FOLDER!\CarlaUnreal\Metadata"
rmdir /S /Q "!BUILD_FOLDER!\CarlaUnreal\Plugins"
REM del "!BUILD_FOLDER!\CarlaUnreal\Content\!PACKAGE_NAME!/Maps/!PROPS_MAP_NAME!"
del "!BUILD_FOLDER!\CarlaUnreal\AssetRegistry.bin"
if %DO_TARBALL%==true (
@ -463,7 +463,7 @@ rem ============================================================================
:error_build
echo.
echo %FILE_N% [ERROR] There was a problem while building the CarlaUE4.
echo %FILE_N% [ERROR] There was a problem while building the CarlaUnreal.
echo [ERROR] Please read the screen log for more information.
goto bad_exit

View File

@ -110,10 +110,10 @@ if ${DO_CARLA_RELEASE} ; then
pushd "${CARLAUE4_ROOT_FOLDER}" >/dev/null
if ${USE_CARSIM} ; then
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUE4.uproject" -e
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUnreal.uproject" -e
echo "CarSim ON" > ${PWD}/Config/CarSimConfig.ini
else
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUE4.uproject"
python ${PWD}/../../Util/BuildTools/enable_carsim_to_uproject.py -f="CarlaUnreal.uproject"
echo "CarSim OFF" > ${PWD}/Config/CarSimConfig.ini
fi
@ -123,7 +123,7 @@ if ${DO_CARLA_RELEASE} ; then
mkdir -p ${RELEASE_BUILD_FOLDER}
${UE4_ROOT}/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun \
-project="${PWD}/CarlaUE4.uproject" \
-project="${PWD}/CarlaUnreal.uproject" \
-nocompileeditor -nop4 -cook -stage -archive -package -iterate \
-clientconfig=${PACKAGE_CONFIG} -ue4exe=UE4Editor \
-prereqs -targetplatform=Linux -build -utf8output \
@ -181,12 +181,12 @@ if ${DO_CARLA_RELEASE} ; then
copy_if_changed "./Plugins/" "${DESTINATION}/Plugins/"
fi
if [ -d "./Unreal/CarlaUE4/Plugins/Carla/CarlaDependencies/lib" ] ; then
cp -r "./Unreal/CarlaUE4/Plugins/Carla/CarlaDependencies/lib" "${DESTINATION}/CarlaUE4/Plugins/Carla/CarlaDependencies"
if [ -d "./Unreal/CarlaUnreal/Plugins/Carla/CarlaDependencies/lib" ] ; then
cp -r "./Unreal/CarlaUnreal/Plugins/Carla/CarlaDependencies/lib" "${DESTINATION}/CarlaUnreal/Plugins/Carla/CarlaDependencies"
fi
copy_if_changed "./Unreal/CarlaUE4/Content/Carla/HDMaps/*.pcd" "${DESTINATION}/HDMaps/"
copy_if_changed "./Unreal/CarlaUE4/Content/Carla/HDMaps/Readme.md" "${DESTINATION}/HDMaps/README"
copy_if_changed "./Unreal/CarlaUnreal/Content/Carla/HDMaps/*.pcd" "${DESTINATION}/HDMaps/"
copy_if_changed "./Unreal/CarlaUnreal/Content/Carla/HDMaps/Readme.md" "${DESTINATION}/HDMaps/README"
popd >/dev/null
@ -207,7 +207,7 @@ if ${DO_CARLA_RELEASE} && ${DO_TARBALL} ; then
rm -f ./Manifest_NonUFSFiles_Linux.txt
rm -f ./Manifest_UFSFiles_Linux.txt
rm -Rf ./CarlaUE4/Saved
rm -Rf ./CarlaUnreal/Saved
rm -Rf ./Engine/Saved
tar -czf ${DESTINATION} *
@ -265,7 +265,7 @@ for PACKAGE_NAME in "${PACKAGES[@]}" ; do if [[ ${PACKAGE_NAME} != "Carla" ]] ;
pushd "${CARLAUE4_ROOT_FOLDER}" > /dev/null
# Prepare cooking of package
${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${CARLAUE4_ROOT_FOLDER}/CarlaUE4.uproject" \
${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${CARLAUE4_ROOT_FOLDER}/CarlaUnreal.uproject" \
-run=PrepareAssetsForCooking -PackageName=${PACKAGE_NAME} -OnlyPrepareMaps=false
PACKAGE_FILE=$(<${PACKAGE_PATH_FILE})
@ -280,7 +280,7 @@ for PACKAGE_NAME in "${PACKAGES[@]}" ; do if [[ ${PACKAGE_NAME} != "Carla" ]] ;
for MAP in "${MAP_LIST[@]}"; do
if (($(($TOTAL+${#MAP})) > $MAX_STRINGLENGTH)); then
echo "Cooking $MAP_STRING"
${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${CARLAUE4_ROOT_FOLDER}/CarlaUE4.uproject" \
${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${CARLAUE4_ROOT_FOLDER}/CarlaUnreal.uproject" \
-run=cook -map="${MAP_STRING}" -cooksinglepackage -targetplatform="LinuxNoEditor" \
-OutputDir="${BUILD_FOLDER}" -iterate
MAP_STRING=""
@ -290,7 +290,7 @@ for PACKAGE_NAME in "${PACKAGES[@]}" ; do if [[ ${PACKAGE_NAME} != "Carla" ]] ;
TOTAL=$(($TOTAL+${#MAP}))
done
if (($TOTAL > 0)); then
${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${CARLAUE4_ROOT_FOLDER}/CarlaUE4.uproject" \
${UE4_ROOT}/Engine/Binaries/Linux/UE4Editor "${CARLAUE4_ROOT_FOLDER}/CarlaUnreal.uproject" \
-run=cook -map="${MAP_STRING}" -cooksinglepackage -targetplatform="LinuxNoEditor" \
-OutputDir="${BUILD_FOLDER}" -iterate
fi
@ -305,7 +305,7 @@ for PACKAGE_NAME in "${PACKAGES[@]}" ; do if [[ ${PACKAGE_NAME} != "Carla" ]] ;
pushd "${BUILD_FOLDER}" > /dev/null
SUBST_PATH="${BUILD_FOLDER}/CarlaUE4"
SUBST_PATH="${BUILD_FOLDER}/CarlaUnreal"
SUBST_FILE="${PACKAGE_FILE/${CARLAUE4_ROOT_FOLDER}/${SUBST_PATH}}"
# Copy the package config file to package
@ -345,10 +345,10 @@ for PACKAGE_NAME in "${PACKAGES[@]}" ; do if [[ ${PACKAGE_NAME} != "Carla" ]] ;
done
done
rm -Rf "./CarlaUE4/Metadata"
rm -Rf "./CarlaUE4/Plugins"
rm -Rf "./CarlaUE4/Content/${PACKAGE_NAME}/Maps/${PROPS_MAP_NAME}"
rm -f "./CarlaUE4/AssetRegistry.bin"
rm -Rf "./CarlaUnreal/Metadata"
rm -Rf "./CarlaUnreal/Plugins"
rm -Rf "./CarlaUnreal/Content/${PACKAGE_NAME}/Maps/${PROPS_MAP_NAME}"
rm -f "./CarlaUnreal/AssetRegistry.bin"
if ${DO_TARBALL} ; then

View File

@ -124,7 +124,7 @@ elif [[ -f ${PRETTIFY_FILE} ]] ; then
if [[ ${PRETTIFY_FILE} == *.py ]] ; then
log "autopep8 ${PRETTIFY_FILE}"
${AUTOPEP8_COMMAND} ${PRETTIFY_FILE}
elif [[ ${PRETTIFY_FILE} == *Unreal/CarlaUE4/* ]] ; then
elif [[ ${PRETTIFY_FILE} == *Unreal/CarlaUnreal/* ]] ; then
log "uncrustify for UE4 ${PRETTIFY_FILE}"
${UNCRUSTIFY_COMMAND} -c ${UNCRUSTIFY_UE4_CONFIG} ${PRETTIFY_FILE}
else

View File

@ -27,9 +27,9 @@ rem ============================================================================
set BOOST_VERSION=1.80.0
set INSTALLERS_DIR=%ROOT_PATH:/=\%Util\InstallersWin\
set VERSION_FILE=%ROOT_PATH:/=\%Util\ContentVersions.txt
set CONTENT_DIR=%ROOT_PATH:/=\%Unreal\CarlaUE4\Content\Carla\
set CARLA_DEPENDENCIES_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUE4\Plugins\Carla\CarlaDependencies\
set CARLA_BINARIES_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUE4\Plugins\Carla\Binaries\Win64
set CONTENT_DIR=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Content\Carla\
set CARLA_DEPENDENCIES_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Plugins\Carla\CarlaDependencies\
set CARLA_BINARIES_FOLDER=%ROOT_PATH:/=\%Unreal\CarlaUnreal\Plugins\Carla\Binaries\Win64
set CARLA_PYTHON_DEPENDENCIES=%ROOT_PATH:/=\%PythonAPI\carla\dependencies\
set USE_CHRONO=false
set USE_ROS2=false

View File

@ -8,8 +8,8 @@ CARLA_DOCKER_UTILS_FOLDER=${CARLA_UTIL_FOLDER}/DockerUtils
CARLA_BUILD_TOOLS_FOLDER=${CARLA_UTIL_FOLDER}/BuildTools
CARLA_TEST_RESULTS_FOLDER=${CARLA_BUILD_FOLDER}/test-results
CARLAUE4_ROOT_FOLDER=${CURDIR}/Unreal/CarlaUE4
CARLAUE4_PLUGIN_ROOT_FOLDER=${CURDIR}/Unreal/CarlaUE4/Plugins/Carla
CARLAUE4_ROOT_FOLDER=${CURDIR}/Unreal/CarlaUnreal
CARLAUE4_PLUGIN_ROOT_FOLDER=${CURDIR}/Unreal/CarlaUnreal/Plugins/Carla
CARLA_PYTHONAPI_ROOT_FOLDER=${CURDIR}/PythonAPI
CARLA_PYTHONAPI_SOURCE_FOLDER=${CARLA_PYTHONAPI_ROOT_FOLDER}/carla
@ -34,5 +34,5 @@ CMAKE_CONFIG_FILE=${CARLA_BUILD_FOLDER}/CMakeLists.txt.in
LIBCARLA_TEST_CONTENT_FOLDER=${CARLA_BUILD_FOLDER}/test-content
CARLA_EXAMPLES_FOLDER=${CURDIR}/Examples
CARLAUE4_ADDPLUGINS_FOLDER=${CURDIR}/Unreal/CarlaUE4/Plugins
CARLAUE4_ADDPLUGINS_FOLDER=${CURDIR}/Unreal/CarlaUnreal/Plugins
CARLAUE4_STREETMAP_FOLDER=${CARLAUE4_ADDPLUGINS_FOLDER}/Streetmap

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@ -11,7 +11,7 @@ Use the following commands:
launch:
Compile CarlaUE4 project and launch it in Unreal Engine's Editor.
Compile CarlaUnreal project and launch it in Unreal Engine's Editor.
package:

View File

@ -42,8 +42,8 @@
"PythonAPI/carla/dependencies",
"PythonAPI/carla/dist",
"Saved",
"Unreal/CarlaUE4/Content/Carla/*",
"Unreal/CarlaUE4/Plugins/Carla/CarlaDependencies",
"Unreal/CarlaUnreal/Content/Carla/*",
"Unreal/CarlaUnreal/Plugins/Carla/CarlaDependencies",
"__pycache__",
"_site"
],
@ -61,7 +61,7 @@
{
"name": "CARLA - make CarlaUE4Editor",
"working_dir": "${project_path}/..",
"file_regex": "(Unreal\\/CarlaUE4\\/[^:]*):([0-9]+):?([0-9]+)?:? (.*)$",
"file_regex": "(Unreal\\/CarlaUnreal\\/[^:]*):([0-9]+):?([0-9]+)?:? (.*)$",
"syntax": "Packages/Makefile/Make Output.sublime-syntax",
"linux":
{

View File

@ -61,17 +61,17 @@ fi
./ImportAssets.sh
# Removing unnecessary files
rm CarlaUE4/Binaries/Linux/CarlaUE4-Linux-Shipping.debug
rm CarlaUE4/Binaries/Linux/CarlaUE4-Linux-Shipping.sym
rm CarlaUnreal/Binaries/Linux/CarlaUnreal-Linux-Shipping.debug
rm CarlaUnreal/Binaries/Linux/CarlaUnreal-Linux-Shipping.sym
# ==================================================================================================
# -- Debian package --------------------------------------------------------------------------------
# ==================================================================================================
# Updating CarlaUE4.sh script
rm CarlaUE4.sh
cat >> CarlaUE4.sh <<EOF
# Updating CarlaUnreal.sh script
rm CarlaUnreal.sh
cat >> CarlaUnreal.sh <<EOF
#!/bin/sh
"/opt/carla-simulator/CarlaUE4/Binaries/Linux/CarlaUE4-Linux-Shipping" CarlaUE4 \$@
"/opt/carla-simulator/CarlaUnreal/Binaries/Linux/CarlaUnreal-Linux-Shipping" CarlaUnreal \$@
EOF
# Making debian package to install Carla in /opt folder
@ -83,9 +83,9 @@ binary:
install:
mkdir -p \$(DESTDIR)/opt/carla-simulator/bin
cp CarlaUE4.sh \$(DESTDIR)/opt/carla-simulator/bin
cp CarlaUnreal.sh \$(DESTDIR)/opt/carla-simulator/bin
cp ImportAssets.sh \$(DESTDIR)/opt/carla-simulator
cp -r CarlaUE4 \$(DESTDIR)/opt/carla-simulator
cp -r CarlaUnreal \$(DESTDIR)/opt/carla-simulator
cp -r Engine \$(DESTDIR)/opt/carla-simulator
cp -r Import \$(DESTDIR)/opt/carla-simulator
cp -r PythonAPI \$(DESTDIR)/opt/carla-simulator
@ -146,7 +146,7 @@ mkdir -p "\$SITEDIR"
PYTHON2_EGG=\$(ls /opt/carla-simulator/PythonAPI/carla/dist | grep py2.)
echo "/opt/carla-simulator/PythonAPI/carla/dist/\$PYTHON2_EGG\n/opt/carla-simulator/PythonAPI/carla/" > "\$SITEDIR/carla.pth"
chmod +x /opt/carla-simulator/bin/CarlaUE4.sh
chmod +x /opt/carla-simulator/bin/CarlaUnreal.sh
set -e

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@ -17,5 +17,5 @@ USER carla
WORKDIR /home/carla
# you can also run CARLA in offscreen mode with -RenderOffScreen
# CMD /bin/bash CarlaUE4.sh -RenderOffScreen
CMD /bin/bash CarlaUE4.sh
# CMD /bin/bash CarlaUnreal.sh -RenderOffScreen
CMD /bin/bash CarlaUnreal.sh

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@ -4,7 +4,7 @@
# -- Parse arguments -----------------------------------------------------------
# ==============================================================================
DOC_STRING="Unpack and copy over CarlaUE4's Exported Assets"
DOC_STRING="Unpack and copy over CarlaUnreal's Exported Assets"
USAGE_STRING="Usage: $0 [-h|--help] [-d|--dir] <outdir>"