Updated doc and refactor
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<h1>Standalone Asset Packages creation for distribution</h1>
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<h1>Creating standalone asset packages for distribution</h1>
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*Please note that we will use the term *assets* for referring to **props** and also **maps**.*
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* [Running in a Docker](carla_docker.md)
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* [How to make a new map with RoadRunner](how_to_make_a_new_map.md)
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* [How to link Epic's Automotive Materials](epic_automotive_materials.md)
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* [Standalone Asset Packages creation for distribution](asset_packages_for_dist.md)
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* [Creating standalone asset packages for distribution](asset_packages_for_dist.md)
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* [How to add friction triggers](how_to_add_friction_triggers.md)
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* [How to control vehicle physics](how_to_control_vehicle_physics.md)
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* [How to record and replay](recorder_and_playback.md)
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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// Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#include "PrepareAssetsForCookingCommandlet.h"
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#include "GameFramework/WorldSettings.h"
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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// Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#pragma once
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#include "Commandlets/Commandlet.h"
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#include <Engine/World.h>
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#include <UObject/Package.h>
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#include <Misc/PackageName.h>
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#include "CoreMinimal.h"
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#include <Runtime/Engine/Classes/Engine/ObjectLibrary.h>
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#include "Carla/OpenDrive/OpenDriveActor.h"
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#include "Commandlets/Commandlet.h"
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#include "Containers/Map.h"
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#include "CoreMinimal.h"
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#include <Engine/World.h>
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#include <Misc/PackageName.h>
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#include <Runtime/Engine/Classes/Engine/ObjectLibrary.h>
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#include <UObject/Package.h>
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#if WITH_EDITORONLY_DATA
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#include <Developer/AssetTools/Public/IAssetTools.h>
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#include <Developer/AssetTools/Public/AssetToolsModule.h>
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#include <AssetRegistry/Public/AssetRegistryModule.h>
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#include <Developer/AssetTools/Public/AssetToolsModule.h>
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#include <Developer/AssetTools/Public/IAssetTools.h>
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#endif // WITH_EDITORONLY_DATA
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#include <Runtime/Engine/Classes/Engine/StaticMeshActor.h>
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#include "PrepareAssetsForCookingCommandlet.generated.h"
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UWorld *World;
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/// Workaround material for MarkingNodes mesh
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UPROPERTY()
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UMaterial *MarkingNodeMaterial;
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/// Workaround material for the RoadNode mesh
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UPROPERTY()
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UMaterial *RoadNodeMaterial;
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/// Workaround material for the second material for the MarkingNodes
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UPROPERTY()
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UMaterial *MarkingNodeMaterialAux;
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/// Workaround material for the TerrainNodes
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UPROPERTY()
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UMaterial *TerrainNodeMaterial;
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/// Saves @a Package in .umap format in path @a PackagePath inside Unreal
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@ -21,7 +21,7 @@ nav:
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- 'Running in a Docker': 'carla_docker.md'
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- "How to make a new map with RoadRunner": 'how_to_make_a_new_map.md'
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- "How to link Epic's Automotive Materials": 'epic_automotive_materials.md'
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- "Standalone Asset Packages creation for distribution": 'asset_packages_for_dist.md'
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- "Creating standalone asset packages for distribution": 'asset_packages_for_dist.md'
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- "How to record and replay": 'recorder_and_playback.md'
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- "Recorder binary file format": 'recorder_binary_file_format.md'
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- "How to add friction triggers": "how_to_add_friction_triggers.md"
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