Open rdbch opened 1 year ago
Hi,
The blueprints are in the plugin content folder. Depending on what you actually want to do, you might find what you're looking for over there.
I apologize for the difficulty in reading the DeepL translation.
I followed the same procedure, but the item does not appear. BP_OpenDriveReader BP_Spline_OpenDrive BP_StaticMesh_OpenDrive
TargetPoint and EUBP come up.
Do you know why this is?
@y-shionome Hmm that's weird, I've never seen anything like this. Could you maybe share a screenshot?
Also, which version of the engine are you using? And which branch of the plugin?
If it's a glitch I've never seen before, that means my environment is bad.... Maybe I should re-install it from Unreal Engine.
windows : 10 Unreal Engine : 4.26 branch: master
@y-shionome Ah I see: Blueprints (and more generally assets) aren't forward compatible, and those must have been edited in UE4.27. So UE4.26 can't open/see them. The only solution I see is to move your project to UE4.27, but unfortunately that might not be doable for you.
But now that I'm aware of this issue, I'll probably try to move those assets to C++ to avoid this issue.
@brifsttar Oh... I see! It is difficult to change to Ver. 4.27 because I wanted to use it with CARLA. But I'm glad you uncovered the problem.
Thanks to you. I will wait with anticipation.
@y-shionome I've added the conversion of those BP to C++ on my todo-list, it'll probably be done in the coming days. I'll tag you once it's available.
@y-shionome Good news, bad news.
Good news is I migrated what I could to C++, it's available on master (see https://github.com/brifsttar/OpenDRIVE/commit/8e5eded314fab0a047c5871a7c138b23dc4fb900)
Bad news is... Not much could be migrated.
BP_OpenDriveReader
: Now available in C++ as OpenDriveReader
BP_Spline_OpenDrive
: Was actually already in C++ as OpenDriveTrajectory
BP_StaticMesh_OpenDrive
: Is actually useless and will probably be removed at some point, so not migrated
EUBP_Actor
: I could migrate it to C++, but there's a bug in 4.x where native C++ Action Utility aren't loaded by the engine, which mean I'd always need a BP asset to make it work. I could fix this in 5.x (I probably will at some point), but that wouldn't be of much help to you.
@brifsttar Thanks for responding! There is no better news than you responding. Especially being able to use OpenDriveTrajectory is the best of the best!
@y-shionome Good news, bad news.
Good news is I migrated what I could to C++, it's available on master (see 8e5eded)
Bad news is... Not much could be migrated.
BP_OpenDriveReader
: Now available in C++ asOpenDriveReader
BP_Spline_OpenDrive
: Was actually already in C++ asOpenDriveTrajectory
BP_StaticMesh_OpenDrive
: Is actually useless and will probably be removed at some point, so not migratedEUBP_Actor
: I could migrate it to C++, but there's a bug in 4.x where native C++ Action Utility aren't loaded by the engine, which mean I'd always need a BP asset to make it work. I could fix this in 5.x (I probably will at some point), but that wouldn't be of much help to you.
How to use EUBP_OpenDrive2Landscape?
Hey @aidenyao
If you imported you OpenDRIVE asset and configured it in the World Settings, you can simply right-click your landscape, select Scripted Actions
and then Sculpt Landscape
.
You can watch a (highly compressed) video of the process here: https://github.com/brifsttar/OpenDRIVE#landscape-sculpting
Hello,
I am trying to use the editor for an OpenDrive file, however I can not seem to find any BPs. Could you please help me with that?
I have done the following: