diff --git a/Docs/tuto_A_add_vehicle.md b/Docs/tuto_A_add_vehicle.md index 8c0d09e39..557ea48e0 100644 --- a/Docs/tuto_A_add_vehicle.md +++ b/Docs/tuto_A_add_vehicle.md @@ -40,10 +40,10 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a * __1. Create a new folder__ named `` in `Content/Carla/Static/Vehicle`.
-* __2. Import the `.fbx`__ in its folder. The Skelletal Mesh will appear along with two new files, `_PhysicsAssets` and `_Skeleton`. +* __2. Import the `.fbx`__ in its folder. The Skeletal Mesh will appear along with two new files, `_PhysicsAssets` and `_Skeleton`. * __2.1 - *Import Content Type*__ — `Geometry and Skinning Weights`. * __2.2 - *Normal Import Method*__ — `Import Normals`. - * __2.3 - *Material import method*__ — Optionally choose `Do not create materials` and uncheck `Import Textures` to avoid Unreal creating its own default materials. + * __2.3 - *Material Import Method*__ — Optionally choose `Do not create materials` and uncheck `Import Textures` to avoid Unreal creating its own default materials. !!! Note If Unreal does not create the vehicle materials, these will have to be created manually. @@ -71,7 +71,7 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
* __6. Create blueprints for the wheels__. Inside the folder, right-click and go to `Created advanced assets/Blueprints class`. Create two blueprints derived from `VehicleWheel`, one named `_FrontWheel` and the other `_RearWheel`. * __6.1 - *Shape radius*__ — Exactly the radius, not diameter, of the wheel mesh. - * __6.2 - *Rig Config*__ — `CommonTireConfig`. + * __6.2 - *Tire Config*__ — `CommonTireConfig`. * __6.3 - On the front wheel__ — Set `Steer Angle`, default is `70`. Uncheck `Affected by Handbrake`. * __6.4 - On the rear wheel__ — Set `Steer Angle` to `0`. Check `Affected by Handbrake`. @@ -79,9 +79,9 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
Step 6.3, front wheel setup.
* __7. Create a blueprint for the vehicle__. Inside the folder, create another blueprint derived from `BaseVehiclePawn` and named `BP_`. - * __7.1 - *Mesh*__ — Choose the skelletal mesh of the vehicle. + * __7.1 - *Mesh*__ — Choose the skeletal mesh of the vehicle. * __7.2 - *Anim class*__ — Choose the Animation blueprint created in *step 4*. - * __7.3 - *Vehicle bound*__ — Adjust it to include the whole volume of the vehicle. + * __7.3 - *Vehicle bounds*__ — Adjust it to include the whole volume of the vehicle. !!! Note These options appear in the menu *Components* on the left side of the window. @@ -104,7 +104,7 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a * __10.1 - *Make*__ — Choose a name to be used in Unreal. * __10.2 - *Model*__ — Choose the name to be used in the blueprint library in CARLA. * __10.3 - *Class*__ — `BP_`. - * __10.4 - *Recommended colours*__ — Optionally, provide a set of recommended colours for the vehicle. + * __10.4 - *Recommended colors*__ — Optionally, provide a set of recommended colors for the vehicle. ![add_vehicle_step_10](img/add_vehicle_step_10.jpg)
Step 10, add the new vehicle.
@@ -169,4 +169,4 @@ __8.__ Find the variable back Rotation and set it as it fit better select the co (The driver) and move it along x axis until its in the seat position. __9.__ Test it, go to CarlaGameMode blueprint and change "Default Pawn Class" to the newly - created bike blueprint. \ No newline at end of file + created bike blueprint.