Yiyuan Lee
Yiyuan Lee
We created a dynamic mesh asset that was burned into the compiled binaries. Then, the CARLA plugin was modified to allow us to spawn PNG images (map tiles) as instances...
Yes -- we modified CARLA's plugin in UE to include the meshes. You may refer to the source code [here](https://github.com/AdaCompNUS/summit/tree/master/Unreal/CarlaUE4/Plugins/Carla/Source/Carla/DynamicMesh).
The file defines the dynamic mesh tile asset, which the plugin creates instances of. Thus, both need to be present.
The compiled simulator can't load anything that it does not have access to when it was compiled. Hence, if you exclude a blueprint and compile, you will not be able...
You will have to, depending on how you intend to access your blueprint, do the following: 1) include the blueprint in the resources folder, 2) load the blueprint from the...
That's the general idea, but the exact requirements depends on what kind of blueprint you are using. We are using a `UMaterial` and it will not work if your blueprint...
The `DynamicMeshActor` is in fact a procedural mesh, so perhaps it might help you to get started on what you have in mind. Yes, it is created entirely in unreal,...
Yup, in that case you will need steps 3, 4, 5 depending on where you want to access the blueprint from.
That's right
In principle everything should run with `python3 simulator.py`. It should internally launch an instance of the SUMMIT simulator, along with the `gamma_crowd.py` crowd controller, as well as an ego-agent that...