brifsttar / OpenDRIVE

Unreal Engine OpenDRIVE plugin
Mozilla Public License 2.0
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Compile error #5

Open IKMUN95 opened 2 years ago

IKMUN95 commented 2 years ago

Hi, when I enable OpenDrive Plugin and restart, I get error message as bellow. image image

I enabled editor scripting utilities plugin before OpenDrive and moved OpenDrive-master folder to engine plugin folder. My question is which unreal version did you use? I tried 4.27 and 4.26 but both of them are not working due to same error. Do you know how to solve this issue?

brifsttar commented 2 years ago

Hi,

It should work with 4.26 and 4.27, those actually are the two versions I tested. My best guess is that the RoadManager submodule is missing. Did you use the --recurse-submodules when cloning? (see https://github.com/brifsttar/OpenDRIVE#installation). If not, you can grab it by running git submodule update --init.

Also, I've never tried moving the plugin to the engine's plugin folder, so I wouldn't recommend it, especially if the build failed (though I'm not expert on that front).

If you still have the issue, could you manually rebuild your project using the .sln file and Visual Studio? The error would be much more explicit there.

dianevct commented 2 years ago

I had the same problem. Placing the plugin in the project folder instead of the engine folder worked for me.

IKMUN95 commented 2 years ago

Thank you. I missed cloning process. I solved this issue now.

I have one more question. When I sculpt landscape, how can I apply various material like your project? And where can I get those material?

image

brifsttar commented 2 years ago

You might want to check #1, which covers the same topic. I think my README was misleading about this particular feature, I've updated it recently to be a bit more explicit.

Basically, sculpting only alters the landscape geomerty, and can paint a very basic landscape material layer. But it won't add sidewalks, gutters, markings, etc. In the screenshot you posted, the mesh comes from RoadRunner, which is the tool we use to create both the OpenDRIVE file and the corresponding mesh.

Also mentionned in #1 is this Blender tool to generate mesh from OpenDRIVE, as well as someone who's trying to build a similar tool in Unreal Engine.

IKMUN95 commented 2 years ago

Thank you so much for replying! :)

smhase commented 1 year ago

@brifsttar I am having trouble compiling as well. Where do we find the .sln to be able to build it?

brifsttar commented 1 year ago

Hi @smhase

You can generate the .sln by right clicking your .uproject and selecting Generate Visual Studio project files. This probably requires a C++ project though.

smhase commented 1 year ago

Got it @brifsttar thanks. I was able to generate the binaries and import the plugin.

Enabled the plugin and

I edited the world settings.

Then I imported xodr file as assets which now got openDrive icon in UE4. But somehow I was not able to spawn them. Drag and drop didn't work. I will try other approaches.

Thanks for the reply.

brifsttar commented 1 year ago

You can't really "spawn" the OpenDRIVE asset. You can add it to the World Settings, which then allows you to use the other features.

But there isn't a way to either visualize the whole network, nor to generate a mesh from it.

smhase commented 1 year ago

Oh! Got it. I was looking for visualizing the the road network. Thanks for letting me know that is is not supported.

Leon-Carto commented 12 months ago

@smhase : I have installed opendrive plugin to Unreal 5.2, add opendrive to world setting but there is no objects appearing. I don't know how to add opendrive asset. Could you help me to do that? setting Xodr_plugin

smhase commented 12 months ago

Even I was not able to do it

brifsttar commented 12 months ago

@Leon-Carto There currently is no way to visualize the OpenDRIVE road network from Unreal. This feature is being worked on and should arrive in the plugin in a few weeks though.

N3zMa1 commented 12 months ago

@Leon-Carto I'm currently working on adding this feature to the OpenDRIVE plugin (for Unreal 5.2). You can test it out by getting on the branch called edmode https://github.com/brifsttar/OpenDRIVE/tree/edmode . After recompiling your project, reopen it, and you should see a new editor mode in Unreal : the OpenDRIVE Editor Mode.

image

Select that new editor mode and you should see that (don't forget to put your OpenDRIVE file in the WorldSettings) :

image

By clicking on a lane, you will see some basic lane's information :

image

As @brifsttar said, I'm still working on it, so this branch can be quite unstable. Feel free to report issues you will have using this mode.

(Note : the "OpenDRIVE Asset" in the editor window is not working yet, always select your OpenDRIVE file through the WorldSettings)

image

Leon-Carto commented 11 months ago

Many thanks @brifsttar @N3zMa1