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Can't activate the OpenDRIVE plugin #15
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Hi, Did you add the plugin to the engine or the project directory? In any case, the plugin needs to be built from source, as no binaries are distributed. You might also want to check #10 since there are some compatibility issues with CARLA. |
I added the plugin(the files extracted from the repo's zip) to the Engine's plugin directory. |
If you're using a pre-built version of the engine, I actually don't know if you can build a specific plugin from it. The easiest way would be to instead put the plugin in your project's. To build your project's code (and its plugins), you can generate the |
Hello, I have the same problem with UE 5.3.1. Could you provide a better solution please? I've tried everything with UE and VS but I can't get it to work... Thank you! |
Hi @kwcnldnsldskcls , I'll try to summarize the complete installation steps. They require a C++ projects as starting point.
If you encounter any issue following these steps, please provide as much information as possible about the problem. |
Thanks for the fast response! I've tried again and came some steps further. I've added the esmini thats linked in your project to the OpenDrive Third Party RoadManager Modules and now some errors went by but still a lot of files missing (Include Errors). Some I Could fix but it keeps going on and also sends me some Class Errors. Pretty complicated... Have you any ideas how to easliy solve this? Thank you! |
Could you share those errors? That would be of great help to understand the issue. |
Hey! After some more research I found out that the OpenDriveComponent.GENERATED.h is not in any directory. This file is included in the OpenDriveComponent.h. I guess thats the missing one. Do you have the file? |
This file should be generated automatically when you generate the solution files. |
It seems like you're an the |
Thanks mate! That worked! |
Everything works fine now only the scripted action won't show up. (5.3.1 and 4.27) Any ideas what it could be? Do I need to access a special menue or something? |
Well I don't know what I've klicked while playing around but now it works! (Rest was fine Plugin was enabled and also compiling was fine) Update: It's gone again... So it's working but i might mess up something… I’ve created and selected the Landscape -> Sculpting Mode -> Outliner right klicked the landscape and it worked but not anymore I just saved the files deleted old files and it was gone again… seems like I can’t access the action menue for some reason… Could you provide a step by step guid please? Sorry for the troubles… |
Can you check in the Content Browser, under the Plugin subsection (you need to enable |
That one isn’t there but in the Project Plugin Folder the uasset is shown. |
If so, could you tell me the size of this file? Since the repository uses Git LFS to track |
Exactly! The file size is 131 Bytes (Also the other assets in the folder where the EUBP is aren’t shown in the Content Browser) But for some reasons I can use them in UE |
Do you have Git LFS installed? You can just run If it's installed, you might want to run a |
I don’t have lfs installed I will do a fresh project , download everything again and check if it works. I mean it worked so it should be no problem but weird that the actions were shown for some time… I’ll let you know about the results… 🙏🏼 |
So it’s still the same… Building the plugin now works properly no errors or stuff but I don’t know why I can’t access the Actions I tried creating new actions for the landscape to maybe trigger the “hidden menue” Could you provide a step by step what I should click to access the scripted action for example select landscape in outliner -> go to landscape-> sculpt or something? |
Before going further: do you now see the EUBP_Actor in the Content Browser? If so, can you open it and compile it? If not, is it visible in the Windows Explorer? If so, what is its file size? |
Still same in WE it’s shown in CE it’s not visible. I can create a new Editor Utility Actor or Object or Asset and compile it. The uasset is only for UE not VS right? Could you upload a .zip with the Plugins folder for UE5 where you know it works? So I only need to put the new Plugin folder in. I guess also the material uassets in EditorResources doesn’t work properly… Maybe it’s because it’s a UE4 uasset? |
It seems something is going wrong with your clone, because LFS objects aren't being downloaded. Could you maybe rerun a clone and share the log? Or run a I've enabled LFS exports on archive for this project, so if you simply download a zip of the project, it should include the correct files. |
After an enternity it finally works 100%! Thank you so much! |
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Hi, Could you share the complete output (Output tab next to "Error List"). The error displayed is the very generic Unreal message, the actual error will only be in the Output. |
Can you maybe redo step 2 mentioned above (Right click your project's .uproject file and select Generate Visual Studio project files) and check that this is succesful? Also, could you maybe run a |
Where should my opendrive plugin folder be? Should it be in my new empty project file? UPDATE: when I copy my plugin folder under my project folder, it worked. thanks |
I am using Windows 10, Unreal engine 4.26.2
I want to edit a CARLA map using unreal editor but when I add the repo files in the U4.26 plugins and check the enable box I am asked to restart the Engine and the this message pops up and the Engine doesn't start.
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