Closed Rong-Tao closed 10 months ago
have you tried running the update_from_git.sh script before starting the build? Normally the build.sh script indeed does this automatically for the Blocks environment at the end but could try doing it again to make sure.
I will try to replicate your build but currently on holiday so won't be able to for at least 3 weeks.
So I did a fresh install of the 4.24.4 UnrealEngine fork and Cosys-AirSim with the same commands as you on a Ubuntu 20.04.4. Unfortunately I am not able to replicate the issue as my editor loads up fine and I can run the simulation. The only thing different that I did was run ./update_from_git.sh in the Blocks folder after AirSim had completed its initial build script.
If there is any other dependency or build tool that you which to compare versions let me know. But at this point I am unsure how to further assist.
Yes, I manage to compile the project with the process you described! thanks a lot for your help. By the way, just asking if you intend to migrate your work to be compatible with UE5 (city samples)?
If we find time and budget to migrate to UE5 we surely will! We would love to use the procedural generation tooling it offers and all the other benefits of a more modern engine. Glad you fixed your issue!
Dear Wouter,
Hi, it's me again. I have a question regarding the compilation of StaticMeshActors in Unreal Engine (UE). I am currently using UE5 along with Airsim (Colosseum) for my project. During my work on instance segmentation, I realized that many objects are rendered using Foliage, leading to them being considered as the same object.
To address this, I created a UE blueprint and looped through all the instances, converting them back to mesh. However, I encountered a problem in Editor mode. When I ran the following function:
def seg_reid(client): object_names = client.simListSceneObjects(nameregex = "StaticMeshActor.*") id = 0 for ob in object_names: print(id, ob) client.simSetSegmentationObjectID(ob, id % 256) id += 1
I was able to capture around 300 meshes and change their segmentation IDs (segid), ranging from StaticMeshActor_0 to StaticMeshActor_351.
However, issues arose when I packaged the project and ran it. I discovered that I only got about 4 names from object_names. Does UE automatically optimize these aspects? It seems that even if I perform certain operations on the Airsim side, the Unreal Engine side might still make it impossible to segment all these meshes.
Message ID: @.*** .com>
Not sure what would be wrong with your code. But I do not know how Colloseum does some of their functionality so I think you best off asking them directly.
Environment:
Steps to reproduce
1. Airsim Compilation
I do get a lot of warnings but the code compiles successfully. UE4.24.4 compiled successfully as well beforehand.
2. Compile Blocks project
Then I run,
The log is the following
Then I get a prompt from UE4:
Click yes, and I get the following
And UE4 showed an error prompt telling that "Could not be compiled, try rebuilding manually from source"