carla-simulator / carla

Open-source simulator for autonomous driving research.
http://carla.org
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[0.9.1] [Linux] Map customization instructions #1015

Closed rikMaz closed 4 years ago

rikMaz commented 5 years ago

Hello everyone, I just build a new carla 0.9.1 build from source. Now I would like to customize my own map. I got also a licence for Roadrunner. What I have now to do after I lunched the CarleUE4 project? In the docs and in github I read something about duplicating a map and the CarlaMapGenerator. How can I duplicate the map inside the editor and what i have exactly to do with the CarlaMapGenerator. I found the C++ class but i also read something about clicking "Trigger Road Map Generation". The C++ class is just grey and i can only open it with visual code. But how can I use the Generator like i read?

I hope someone could give a much more detailed instruction. A short tutorial video would be awesome.

yyuuliang commented 5 years ago

What I am doing: directly use the UE editor to edit the map. Following the instruction in the document. then "make clean && make launch" to rebuild the binaries. It works so far so good.

rikMaz commented 5 years ago

And what are you exactly doing with the CarlaMapGenerator? I found only these C++ class like in this image. I can open it with visual code and there isn't something like seed oder Trigger Road Map Generator. How can I interact with it like in the documentation mentioned?

screenshot from 2018-12-06 07-38-07

TheNihilisticRobot commented 5 years ago

Hi @yyuuliang and @Atlunch We're currently working on documenting the Map generation pipeline. Please check Issue #996 While we get the documentation ready. There is a simplified set of instructions to create a map in roadrunner by @XGodina in there.

yyuuliang commented 5 years ago

@Atlunch I didn't know how to use this CarlaMapGenerator, either...

XGodina commented 5 years ago

Hi Guys !!! The main steps RoadRunner - Unreal with Opendrive

When you created the map in RoadRunner. Export the map FBX. and OpenDrive. FBX import into Unreal and Opendrive in file under /game/carla/maps/opendrive. "IMPORTANT" same name Map and OpenDrive.

Once this is done, go to Unreal and drop on the map the actor "OpenDriveActor". This Actor generate automatically the opendrive.

the current version of carla needs a CarlaMapGenerator Spawned in order for our vehicles to drive. For the moment Create a CarlaMapGenerator away from your city, never above or under it and build its navigation.

After that, place an actor "Vehicle Spawn Point" over any OpenDrive generated trigger. And Play !!!

Soon we will publish the documentation with the most detailed steps.

matthew-rococo commented 5 years ago

@XGodina i do exactly as your instruction, and everything is OK except that there is no auto generated route planner node on the map. then when i spawned one car on the road using python client, the car will drive directly to the end of the map(not follow the road )! what important things i have missed?

rikMaz commented 5 years ago

@XGodina @matthew-rococo How could you import the OpenDrive xodr file? I am not able to select it by using the import option of Unreal.

Or did you just copy the file into your normal folder?

rikMaz commented 5 years ago

Finally I made it!!!!!!!!!!!!!!!!!!!!!!!!!

My System: Processor: i7-4790k RAM: 16 GB GPU: Nvidia GTX 980 Ti (Driver 384.130) OS: Ubuntu 16.04 (I had to switch from 18 to 16 because Roadrunner is actually only running on 16)

4 3 2

My steps creating my own map using Roadrunner and Carla 0.9.1.

  1. I downloaded the carla 0.9.1 source and built it like in the docs its mentioned. Furthermore I built also the PythonAPI with make PythonAPI to tried the server and client connection.

  2. Like my example I created just a circle road in roadrunner.

  3. Export the FBX and OpenDrive using File -> Export ... you have to export both separatly.

  4. Import the Roadrunner Plugin into the CarlaUE4 Project File following this tutorial. https://www.youtube.com/watch?v=OcbYuTFAo8o You will find the plugin folder (on Ubuntu) in /usr/bin/VectorZero/Tools/Unreal/Plugins. IMPORTANT: You have to follow these steps.

    • Copy the Roadrunner Plugin into the Folder /home/yourname/carla91s/Unreak/CarlaUE4/Plugins.
    • Try to start the CarlaUE4.uproject..... it will fail.
    • Delete the Roadrunner Plugin
    • Try to start the CarlaUE4 again. It will start.
    • Open the Plugin Settings Edtit->Plugings, if there is a folder named Other open it.
    • Click Enable Roadrunner and restart.
    • If you cant see the Roadrunner Plugin, repeat the steps Doing this you can install the Plugin into your project.
  5. Now copy the exported OpenDrive xodr file into your carla project folder. Not with the Unreal Editor. The Unreal Editor cant read OpenDrive files xodr. /home/yourname/carla91s/Unreal/CarlaUE4/Content/Carla/Maps/OpenDrive. Name the File like @XGodina mentioned like you will name your Level later in the Editor.

  6. Open the CarlaUE4 Project with make launch-only. 7.Now generate a new Level with File -> New Level inside the Maps and name it like the OpenDrive file.

  7. Import the FBX file into a separatly folder in the content folder. Doing this it will open a new window which represent the RoadrunnerImporter. Use the plugin in like in the youtube video in step 4. After this you have your created road inside your own UE4 Level.

  8. Now you have to search for the OpenDriveActor and drop it in the map. This process will generate the Routeplanner Lines. In my case the Routeplanner lines spawned not directly on my street. I dont know if this is normal or not. I just moved my street mesh till it matched with the routeplanner lines.

  9. Then I searched for the CarlaMapGenartor Actor and dropped it also on the map. My CircleRoad had the Z Value 0 so I just changed the CarlaMapGenerator Z Value also to Z. After this step this small roadnetwork appears right next to my circle, which you can see in one of the images. Don't press the "Trigger Road Map Generator" inside the CarlaMapGenerator.

  10. The last step was placing the "Vehicle Spawn Point" which you also can find like the other actors in the actor browser on the left site inside the editor (I dont know the right name for that) Like you can see in the image I placed it directly above the Routeplanner line. @XGodina Maybe this is your problem. 5

  11. Press play, start a python client and enjoy.

I hope someone will help this small instruction.

Cheers.

XGodina commented 5 years ago

Congratulations @Atlunch !!! I know the process is a bit mess. We are now working to make the process easier. This week we put new documentation about that. Can you see the semantic segmentation @Atlunch ? It would have to be as easy as moving the meshes in their corresponding folders. All information is welcome.

Thanks @Atlunch

rikMaz commented 5 years ago

@XGodina That would be wonderful I'm looking forward for the new documentation. Will the new documentation also include more about the new API? With the manual_control.py I can use the semantic segmentation.

rmurrish commented 5 years ago

@Atlunch Thanks for the detailed instructions, I'm struggling through this as well until the new docs are available. In step 8/9, how did you search the OpenDriveActor and CarlaMapGenerator?

rikMaz commented 5 years ago

@rmurrish On the left side you will find both in this "actor" browser. I don't know the real name :D

screenshot from 2018-12-12 23-45-14

geekhut commented 5 years ago

@Atlunch I keep failing to install the roadrunner plugin.. it just doesn't show up in the unreal engine editor no matter how many times I tried.

XGodina commented 5 years ago

Vector Zero has a tutorial https://www.youtube.com/watch?v=OcbYuTFAo8o&t=125s. Maybe help you

geekhut commented 5 years ago

@XGodina After enabling Roadrunner plugin in Unreal Engine, restart the project, Missing Plugin error box appears "Binaries for the 'RoadRunnerImporter' plugin are missing or incompatible with the current engine version. Would you like to disable it? You will no longer be able to open assets that were created with it"

By the way, in the official documentation:

https://github.com/carla-simulator/carla/blob/master/Docs/how_to_make_a_new_map.md

It does not talk about including RoadRunner plugin into Unreal Engine at all..

geekhut commented 5 years ago

And where is OpenDriveActor? I don't see it anywhere..

XGodina commented 5 years ago

Open Unreal and find it in menu Modes.

image

lijecaru commented 5 years ago
  • Now you have to search for the OpenDriveActor and drop it in the map. This process will generate the Routeplanner Lines. In my case the Routeplanner lines spawned not directly on my street. I dont know if this is normal or not. I just moved my street mesh till it matched with the routeplanner lines.

I tried following your tutorial, but when I drop the OpenDriveActor in the map it appears as an icon. the same happens with the Carla map generator and the Vehicle Spawn Point.

Does that mean the roadrunner plugin is not working? I enabled the plugin without problems, but I don't see the roads generation so I suspect it is not working. I also created a simple circular road in Roadrunner but after placing the actors it ends up looking like this:

selection_037

I put all the actors in the map and then hit play to see what happens and I get this rectangular shaped road:

selection_041

Then I start the manual_control.py and sometimes by luck it starts the simulation, but if I set the autopilot, the driver doesn't recognize the lanes and jumps out of the lanes to the empty space.

What are the possible things I'm doing wrong? I followed all the steps outlined by @Atlunch but still get this.

rikMaz commented 5 years ago

If you have the opendrive actor marked, you have to click inside the opendrive actor settings on the right side „generate road“ or something like that. Thats new! Since last release.

Von meinem iPhone gesendet

Am 22.02.2019 um 18:02 schrieb lijecaru notifications@github.com<mailto:notifications@github.com>:

I tried following your tutorial, but when I drop the OpenDriveActor in the map it appears as an icon. Does that mean the roadrunner plugin is not working? I enabled the plugin without problems, but I don't see the roads generation so I suspect it is not working.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHubhttps://github.com/carla-simulator/carla/issues/1015#issuecomment-466469056, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AeYNEzZuig0a_lVXQGefPV8sB-VmQ_yXks5vQCKigaJpZM4ZE8aD.

lijecaru commented 5 years ago

If you have the opendrive actor marked, you have to click inside the opendrive actor settings on the right side „generate road“ or something like that. Thats new! Since last release.

I just found that out! Unfortunately, when I click that setting, my Unreal Project crashes and closes. Any ideas? Suggestions?

Nevermind, in case it's useful for someone, when exporting the OpenDrive file from Roadrunner, don't select any option, just export the file as is. That worked for me finally.

Other little tip that may be too obvious at this point: Place the Vehicle Spawn Actor above the boxes created by the OpenDriveActor. I was putting them too close to the ground so I couldn't spawn any vehicle as I got an error.

Even though I finally got it, the routes generated by the .xodr file don't correspond directly with my map, I tried moving the map, but it doesn't work. Since I I created an additional map with some junctions, the junctions just don't correspond to the map. It that solvable?

selection_043

slyer0009 commented 5 years ago

@lijecaru have you tried rotating your map by 180° around the y axis (like it's mentioned in the instructions)?

lijecaru commented 5 years ago

Thanks @slyer0009 that was the problem. Now it's working fine.

lijecaru commented 5 years ago

Thanks @slyer0009 that was the problem. Now it's working fine, but I have another question: how do I find the spawn points? I see that in my Unreal Project the spawn points are enumerated, but when I use the same number in my script to spawn a vehicle in a certain place, it appears in a totally different place. I tried using the number before/after thinking that it could be an indexation problem, but it didn't work.

I only found one thread related to this issue: #1135

zhang-xinxin commented 5 years ago

@Atlunch Thanks for you sharing! I followed your tutorial, create a map using RoadRunner, import .fbx to UE4 Editor, place .xodr in Opendirve folder, place OpenDriverActor, VehicleSpawnPoints etc. All looks fine, and then I click "PLAY“ button in UE4 Editor. So I try to run the manual_control.py script, but failed. The error information as below:

main() File "manual_control.py", line 842, in main game_loop(args) File "manual_control.py", line 768, in game_loop world = World(client.get_world(), hud, args.filter) RuntimeError: std::bad_cast

It seems that the client can't get the world information, right? Anyone know that? What shall I do to fix it?

eloy96vg commented 5 years ago

Hi,

I have trying to follow the steps indicated by @Atlunch , but i have problems importing the roadrunner plugin. I copy the plugin as indicated and I get the following errors: Captura de pantalla de 2019-04-23 15-43-17 Captura de pantalla de 2019-04-23 15-42-42

After that, i delete it and reopen the .uproject but the plugin doesn't appear. In the tutorial of Carla's website nothing is said about the plugin and you can not drag all the generated meshes to the generated level. I can not import in any of the two ways indicated. Hope someone can help me.

Thanks in advance.

DongChen06 commented 5 years ago

@eloy96vg I just tried to rebuild the project by make launch(keep the roadrunner plugin), then I see the RoadRunnerImporter appeals.

DongChen06 commented 5 years ago

If you have the opendrive actor marked, you have to click inside the opendrive actor settings on the right side „generate road“ or something like that. Thats new! Since last release. Von meinem iPhone gesendet Am 22.02.2019 um 18:02 schrieb lijecaru notifications@github.com<mailto:notifications@github.com>: Now you have to search for the OpenDriveActor and drop it in the map. This process will generate the Routeplanner Lines. In my case the Routeplanner lines spawned not directly on my street. I dont know if this is normal or not. I just moved my street mesh till it matched with the routeplanner lines. I tried following your tutorial, but when I drop the OpenDriveActor in the map it appears as an icon. Does that mean the roadrunner plugin is not working? I enabled the plugin without problems, but I don't see the roads generation so I suspect it is not working. — You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub<#1015 (comment)>, or mute the threadhttps://github.com/notifications/unsubscribe-auth/AeYNEzZuig0a_lVXQGefPV8sB-VmQ_yXks5vQCKigaJpZM4ZE8aD.

Hi, @Atlunch Where can I find the "generate road“(I am using 0.9.5, I cannot find a choice like that). I have the same issue faced by @lijecaru, dropped the OpenDriveActor in the map it appears as an icon rather than the planned road. BTW. @lijecaru , have you figured out how to solve this problem?

eloy96vg commented 5 years ago

Thanks @Derekabc, i have already installed the plugin, but when i create the mew level and import the fbx file (with the same name) i get a lot of staticMeshes but the map is not created as seen in the image. Would you know how to import the file correctly to create the map.

Captura de pantalla de 2019-04-24 20-03-14

Thank you.

DongChen06 commented 5 years ago

@eloy96vg I import the fbx file into the UE, and drag and drop all the things to the created level. I just created a simple road from RoadRunner, which you can see like this. Screenshot from 2019-04-24 14-22-32 I deleted the floor by myself(I am not sure I am correct or not).

ShanshanYOU commented 5 years ago

Finally I made it!!!!!!!!!!!!!!!!!!!!!!!!!

My System: Processor: i7-4790k RAM: 16 GB GPU: Nvidia GTX 980 Ti (Driver 384.130) OS: Ubuntu 16.04 (I had to switch from 18 to 16 because Roadrunner is actually only running on 16)

4 3 2

My steps creating my own map using Roadrunner and Carla 0.9.1.

1. I downloaded the carla 0.9.1 source and built it like in the docs its mentioned.
   Furthermore I built also the PythonAPI with make PythonAPI to tried the server and client connection.

2. Like my example I created just a circle road in roadrunner.

3. Export the FBX and OpenDrive using File -> Export ... you have to export both separatly.

4. Import the Roadrunner Plugin into the CarlaUE4 Project File following this tutorial.
   https://www.youtube.com/watch?v=OcbYuTFAo8o
   You will find the plugin folder (on Ubuntu) in /usr/bin/VectorZero/Tools/Unreal/Plugins.
   IMPORTANT: You have to follow these steps.

* Copy the Roadrunner Plugin into the Folder /home/yourname/carla91s/Unreak/CarlaUE4/Plugins.

* Try to start the CarlaUE4.uproject..... it will fail.

* Delete the Roadrunner Plugin

* Try to start the CarlaUE4 again. It will start.

* Open the Plugin Settings Edtit->Plugings, if there is a folder named Other open it.

* Click Enable Roadrunner and restart.

* If you cant see the Roadrunner Plugin, repeat the steps
  Doing this you can install the Plugin into your project.

1. Now copy the exported OpenDrive xodr file into your carla project folder. Not with the Unreal Editor. The Unreal Editor cant read OpenDrive files xodr.
   /home/yourname/carla91s/Unreal/CarlaUE4/Content/Carla/Maps/OpenDrive.
   Name the File like @XGodina mentioned like you will name your Level later in the Editor.

2. Open the CarlaUE4 Project with make launch-only.
   7.Now generate a new Level with File -> New Level inside the Maps and name it like the OpenDrive file.

3. Import the FBX file into a separatly folder in the content folder. Doing this it will open a new window which represent the RoadrunnerImporter. Use the plugin in like in the youtube video in step 4. After this you have your created road inside your own UE4 Level.

4. Now you have to search for the OpenDriveActor and drop it in the map. This process will generate the Routeplanner Lines. In my case the Routeplanner lines spawned not directly on my street. I dont know if this is normal or not. I just moved my street mesh till it matched with the routeplanner lines.

5. Then I searched for the CarlaMapGenartor Actor and dropped it also on the map.
   My CircleRoad had the Z Value 0 so I just changed the CarlaMapGenerator Z Value also to Z. After this step this small roadnetwork appears right next to my circle, which you can see in one of the images.
   Don't press the "Trigger Road Map Generator" inside the CarlaMapGenerator.

6. The last step was placing the "Vehicle Spawn Point" which you also can find like the other actors in the actor browser on the left site inside the editor (I dont know the right name for that)
   Like you can see in the image I placed it directly above the Routeplanner line. @XGodina Maybe this is your problem.
   ![5](https://user-images.githubusercontent.com/31853843/49686101-e1f72b80-faef-11e8-91b4-23a12350049d.JPG)

7. Press play, start a python client and enjoy.

I hope someone will help this small instruction.

Cheers.

Hello @Atlunch @XGodina,

Perfect ! Really appreciate for your clear documentation ! I've tried literally the same steps as you did but I didn't go with success. I'd like to ask a tiny question for these two steps that you've mentioned :+1: "Open the Plugin Settings Edtit->Plugings, if there is a folder named Other open it." "Click Enable Roadrunner and restart."

Did you re-set those plugin settings in UE Editor ? I didn't really find them though.

Look forward to hearing from you soon :+1:

Cheers !

ShanshanYOU commented 5 years ago

Open Unreal and find it in menu Modes.

image

Hello @XGodina,

OpenDrive Actor is not in my list :( Any suggestions will be welcomed !

Cheers,

ShanshanYOU commented 5 years ago
4\. OpenDriveActor

Hi,

I'm wondering did you have the same problem that OpenDriveActor & CarlaMapGenerator do not exist in the list of modes ?

Cheers

ShanshanYOU commented 5 years ago

Finally I made it!!!!!!!!!!!!!!!!!!!!!!!!!

My System: Processor: i7-4790k RAM: 16 GB GPU: Nvidia GTX 980 Ti (Driver 384.130) OS: Ubuntu 16.04 (I had to switch from 18 to 16 because Roadrunner is actually only running on 16)

4 3 2

My steps creating my own map using Roadrunner and Carla 0.9.1.

1. I downloaded the carla 0.9.1 source and built it like in the docs its mentioned.
   Furthermore I built also the PythonAPI with make PythonAPI to tried the server and client connection.

2. Like my example I created just a circle road in roadrunner.

3. Export the FBX and OpenDrive using File -> Export ... you have to export both separatly.

4. Import the Roadrunner Plugin into the CarlaUE4 Project File following this tutorial.
   https://www.youtube.com/watch?v=OcbYuTFAo8o
   You will find the plugin folder (on Ubuntu) in /usr/bin/VectorZero/Tools/Unreal/Plugins.
   IMPORTANT: You have to follow these steps.

* Copy the Roadrunner Plugin into the Folder /home/yourname/carla91s/Unreak/CarlaUE4/Plugins.

* Try to start the CarlaUE4.uproject..... it will fail.

* Delete the Roadrunner Plugin

* Try to start the CarlaUE4 again. It will start.

* Open the Plugin Settings Edtit->Plugings, if there is a folder named Other open it.

* Click Enable Roadrunner and restart.

* If you cant see the Roadrunner Plugin, repeat the steps
  Doing this you can install the Plugin into your project.

1. Now copy the exported OpenDrive xodr file into your carla project folder. Not with the Unreal Editor. The Unreal Editor cant read OpenDrive files xodr.
   /home/yourname/carla91s/Unreal/CarlaUE4/Content/Carla/Maps/OpenDrive.
   Name the File like @XGodina mentioned like you will name your Level later in the Editor.

2. Open the CarlaUE4 Project with make launch-only.
   7.Now generate a new Level with File -> New Level inside the Maps and name it like the OpenDrive file.

3. Import the FBX file into a separatly folder in the content folder. Doing this it will open a new window which represent the RoadrunnerImporter. Use the plugin in like in the youtube video in step 4. After this you have your created road inside your own UE4 Level.

4. Now you have to search for the OpenDriveActor and drop it in the map. This process will generate the Routeplanner Lines. In my case the Routeplanner lines spawned not directly on my street. I dont know if this is normal or not. I just moved my street mesh till it matched with the routeplanner lines.

5. Then I searched for the CarlaMapGenartor Actor and dropped it also on the map.
   My CircleRoad had the Z Value 0 so I just changed the CarlaMapGenerator Z Value also to Z. After this step this small roadnetwork appears right next to my circle, which you can see in one of the images.
   Don't press the "Trigger Road Map Generator" inside the CarlaMapGenerator.

6. The last step was placing the "Vehicle Spawn Point" which you also can find like the other actors in the actor browser on the left site inside the editor (I dont know the right name for that)
   Like you can see in the image I placed it directly above the Routeplanner line. @XGodina Maybe this is your problem.
   ![5](https://user-images.githubusercontent.com/31853843/49686101-e1f72b80-faef-11e8-91b4-23a12350049d.JPG)

7. Press play, start a python client and enjoy.

I hope someone will help this small instruction.

Cheers.

Hello @Atlunch & @XGodina ,

I've tried until the last step of your documentation. All went well unless the "RoutePlanner". It was not generated automatically by opendrive file. BTW that all directions & junctions are defined within RoadRunner and exported successfully.

Could you please add some details about how to launch the agent with the Editor ? I've followed this issue_1296, but I couldn't launch python script.

Cheers !

Dhairyashil-kpit commented 5 years ago

Play @ShanshanYOU In you 4 th point : " Now you have to search for the OpenDriveActor and drop it in the map. This process will generate the Routeplanner Lines. In my case the Routeplanner lines spawned not directly on my street. I dont know if this is normal or not. I just moved my street mesh till it matched with the routeplanner lines. "

When I dropped OpenDriveActor on the map, it did not generate Routeplanner Lines. Though after following all further steps I clicked Play Button it gives me a error log as shown in attached screenshot and then the viewport becomes black. So I clicked Stop Button, which gave me following error log :

Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Orient Light Graph: OrientLight Node: SetActorRotation Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Colors determined by sun position Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Attempted to assign to None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Orient Light Graph: OrientLight Node: SetActorRotation Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Colors determined by sun position Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Attempted to assign to None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Play in editor start time for /Game/Carla/Maps/UEDPIE_0_circle 2.414

Please help me with this, your help will be highly appreciated !

ShanshanYOU commented 5 years ago

Play @ShanshanYOU In you 4 th point : " Now you have to search for the OpenDriveActor and drop it in the map. This process will generate the Routeplanner Lines. In my case the Routeplanner lines spawned not directly on my street. I dont know if this is normal or not. I just moved my street mesh till it matched with the routeplanner lines. "

When I dropped OpenDriveActor on the map, it did not generate Routeplanner Lines. Though after following all further steps I clicked Play Button it gives me a error log as shown in attached screenshot and then the viewport becomes black. So I clicked Stop Button, which gave me following error log :

Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Orient Light Graph: OrientLight Node: SetActorRotation Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Colors determined by sun position Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Attempted to assign to None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Orient Light Graph: OrientLight Node: SetActorRotation Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Colors determined by sun position Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Attempted to assign to None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Play in editor start time for /Game/Carla/Maps/UEDPIE_0_circle 2.414

Please help me with this, your help will be highly appreciated !

@Dhairyashil-kpit Wrong person bro ! That might be @Atlunch who succeded in this task. I actually asked a similar question as u did : Nothing happened with OpenDriveActor.

Dhairyashil-kpit commented 5 years ago

@Atlunch Please Help us regarding this :

We successfully added Route planner : 1

After Following all steps I clicked Play Button it gives me a error log as shown in attached screenshot : Play

and then the viewport becomes black as shown in below screenshot 2

So I clicked Stop Button, which gave me following error log :

Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Orient Light Graph: OrientLight Node: SetActorRotation Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Colors determined by sun position Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Attempted to assign to None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Intensity Graph: LightIntensity Node: Set Intensity Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Orient Light Graph: OrientLight Node: SetActorRotation Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Colors determined by sun position Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Scalar Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Vector Parameter Value Blueprint Runtime Error: "Accessed None trying to read property StoredSkySphere". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Attempted to assign to None". Blueprint: BP_Weather Function: Update Sky Graph: UpdateSky Node: Set Cloud opacity Blueprint Runtime Error: "Accessed None trying to read property StoredSkyLight". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Light Color Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Enable Light Shaft Bloom Blueprint Runtime Error: "Accessed None trying to read property StoredDirectionalLightActor". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Light Color Graph: LightColor Node: Set Bloom Scale Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Start Distance Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Density Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Fog Multiplier Blueprint Runtime Error: "Accessed None trying to read property StoredAtmosfericFog". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Blueprint Runtime Error: "Accessed None". Blueprint: BP_Weather Function: Update Fog Graph: UpdateFog Node: Set Sun Multiplier Play in editor start time for /Game/Carla/Maps/UEDPIE_0_circle 2.414

Please help me with this, your help will be highly appreciated !

Dhairyashil-kpit commented 5 years ago

Hi, Kindly refer : https://github.com/carla-simulator/carla/issues/1662#issuecomment-495484746 For steps to import map in CARLA

stale[bot] commented 4 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

SeUnv commented 4 years ago

I found a solution, it was the fault of the .egg file in the folder there wasn't the right .egg file version (carla-0.9.5-py2.7-linux-x86_64.egg instead of should be carla-0.9.6-py2.7-linux-x86_64.egg). This problem occur because i had two carla folder the first one was the old carla version(0.9.5) and the new one(0.9.6 build from source). So i copied from folder /home/xxx/Test/carla/PythonAPI/carla/dist/ (folder of 0.9.6) the egg files to /home/xxx/yyy/zzz/Carla/CARLA_0.9.5/PythonAPI/carla/dist (this is 0.9.5 where i also execute my pythonAPI). after that it worked and i could conntect to the carla world.