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Can't activate the OpenDRIVE plugin #15

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KarimGhazalEXT opened this issue Sep 24, 2023 · 31 comments
Open

Can't activate the OpenDRIVE plugin #15

KarimGhazalEXT opened this issue Sep 24, 2023 · 31 comments

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@KarimGhazalEXT
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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.
image

@brifsttar
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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.

@KarimGhazalEXT
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KarimGhazalEXT commented Sep 25, 2023

I added the plugin(the files extracted from the repo's zip) to the Engine's plugin directory.
How can I build it from source (steps please if you can)?

@brifsttar
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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 .sln by right clicking your .uproject and selecting Generate Visual Studio project files. This probably requires a C++ project though, and some experience with Visual Studio.

@kwcnldnsldskcls
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kwcnldnsldskcls commented Sep 29, 2023

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!

@brifsttar
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Hi @kwcnldnsldskcls ,

I'll try to summarize the complete installation steps. They require a C++ projects as starting point.

  1. Clone the repository in your project's Plugins/ folder (see https://github.com/brifsttar/OpenDRIVE#installation)
  2. Right click your project's .uproject file and select Generate Visual Studio project files
  3. Open the generated .sln file
  4. In Visual Studio's Solution Explorer, right click your project and select Build
  5. Launch your project

If you encounter any issue following these steps, please provide as much information as possible about the problem.

@kwcnldnsldskcls
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kwcnldnsldskcls commented Sep 29, 2023

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!

@brifsttar
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Could you share those errors? That would be of great help to understand the issue.

@kwcnldnsldskcls
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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?

@brifsttar
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This file should be generated automatically when you generate the solution files.

@kwcnldnsldskcls
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kwcnldnsldskcls commented Oct 2, 2023

Getting closer to the solution I guess... I made a complete fresh Project and now only these errors occur
Unbenannt
It says it's no member of ... because i.g. GetNextJunction() is not found. Could it be that the esmini changed?

@brifsttar
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It seems like you're an the master branch of the submodule (esmini). Instead, you should be on the roadmanager branch. But a simple git submodule update --recursive --init on the plugin root should solve it.

@kwcnldnsldskcls
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Thanks mate! That worked!

@kwcnldnsldskcls
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kwcnldnsldskcls commented Oct 2, 2023

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?

@brifsttar
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That's weird... I'm not sure about 4.27, but it should definitely work with 5.3.1 (I just tested to be sure).

Can you open/compile the asset /OpenDRIVE/EUBP_Actor?

Do you have the "Editor Scripting Utilities" plugin enabled?

image

@kwcnldnsldskcls
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kwcnldnsldskcls commented Oct 2, 2023

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…

@brifsttar
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Can you check in the Content Browser, under the Plugin subsection (you need to enable Show Plugin Content in the browser settings), then under OpenDRIVE Content, you should find EUBP_Actor. Open the asset, try to compile it, and then see if the actions are available. This BP actually contains those, so maybe it's not registering properly.

@kwcnldnsldskcls
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That one isn’t there but in the Project Plugin Folder the uasset is shown.
But it worked for some minutes weird… I can remember I tried creating a new EUBP_Actor, Editor and Object in my content compiled it and it worked somehow (maybe I did something else also) but then it was gone again and with this steps I wasn’t able to reproduce that the action is showing again

@brifsttar
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That one isn’t there but in the Project Plugin Folder the uasset is shown.
You mean that in the Content Browser, you can't find the EUBP_Actor, but in the Windows Explorer, you can see the EUBP_Actor.uasset?

If so, could you tell me the size of this file? Since the repository uses Git LFS to track .uasset, it's possible that it wasn't downloaded properly.

@kwcnldnsldskcls
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kwcnldnsldskcls commented Oct 3, 2023

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

@brifsttar
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Do you have Git LFS installed? You can just run git lfs to check.

If it's installed, you might want to run a git reset --hard to reset the repository to its default, it should (maybe?) redownload assets.

@kwcnldnsldskcls
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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… 🙏🏼

@kwcnldnsldskcls
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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?

@brifsttar
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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?

@kwcnldnsldskcls
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kwcnldnsldskcls commented Oct 4, 2023

Still same in WE it’s shown in CE it’s not visible.
131Bytes

I can create a new Editor Utility Actor or Object or Asset and compile it.
I just remembered the spline generator action worked but the landscape sculpting action around the street didn’t.

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?

@brifsttar
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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 git status?

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.

@kwcnldnsldskcls
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After an enternity it finally works 100%! Thank you so much!

@hasanzfdn
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Hi @kwcnldnsldskcls ,

I'll try to summarize the complete installation steps. They require a C++ projects as starting point.

  1. Clone the repository in your project's Plugins/ folder (see https://github.com/brifsttar/OpenDRIVE#installation)
  2. Right click your project's .uproject file and select Generate Visual Studio project files
  3. Open the generated .sln file
  4. In Visual Studio's Solution Explorer, right click your project and select Build
  5. Launch your project

If you encounter any issue following these steps, please provide as much information as possible about the problem.

image
I had same error at first after that while trying to build I had this error . Could you help me about that?

@brifsttar
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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.

@hasanzfdn
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hasanzfdn commented May 13, 2024

image

Sorry for late reply. it says no existing makefile

Im using unreal 5.2.1 and windows 10

@brifsttar
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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 git status in the OpenDRIVE plugin folder to check that everything was properly cloned?

@hasanzfdn
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hasanzfdn commented May 13, 2024

  1. used this command to get packages (git clone --recurse-submodules https://github.com/brifsttar/OpenDRIVE.git) and git status showed me already up to date with origin/master.
  2. created blank simulation project with c++
  3. added OpenDRIVE plugin and restart, the same error again
  4. Right click your project's .uproject file and select Generate Visual Studio project files
  5. In Visual Studio's Solution Explorer, right click your project and select Build
    and error be like
    image

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

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