Unreal based simulator and Python interface to Deepdrive
Checkout our main repo
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Use Visual Studio 2015 with the C++ build tools
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Get Unreal v4.14 via the Epic Launcher -> Unreal Enngine tab -> Library
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Install the Substance Plugin through the Marketplace in Epic Launcher
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Make sure rc.exe is in your PATH, if not follow these instructions but for Visual Studio 14.0 and x64 instead of Visual Studio 11, x86.
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Open Unreal and use it to open DeepDrive.uproject - if there are errors, check
Saved/Logs
for details -
Refresh / Create Visual Studio project
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On Windows, Right click the DeepDrive project and set as Startup Project, debug...
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Run game full speed when the window is not focused
- Uncheck Edit->Editor Preferences->Use Less CPU when in Background
Opening the project in Unreal will update the Substance textures to Windows-only versions. Once you see these files changed, you can run the following to avoid ever checking them in
cd Content/TuningCars/Materials/Hangar/material/Substance
git update-index --assume-unchanged $(git ls-files | tr '\n' ' ')
The Unreal Editor in Linux works, but not as well as in Windows, so it's easiest to do most development in Windows, then test / bug fix issues in Linux.
- Clone the Allegorithmic version of Unreal with the Substance plugin 4.14.0.17:
git clone git@github.com:Allegorithmic/UnrealEngine --branch 4.14.0.17
# or if you are using http:
# git clone https://github.com/Allegorithmic/UnrealEngine --branch 4.14.0.17
Build Unreal
cd UnrealEngine
./Setup.sh && ./GenerateProjectFiles.sh && make # Takes about an hour
More details on building Unreal here - though the above commands should be sufficient.
Run
./Engine/Binaries/Linux/UE4Editor
Open deepdrive uproject file - choose other -> Skip Conversion
cd Plugins/DeepDrivePlugin/Source/DeepDrivePython
python build/build.py --type dev
This will also happen automatically when building the Unreal project.
(Same as normal keybinds except)
- p - Pause (not Esc)
- Esc - Quit
- Shift+F1 - Regain mouse control
git push origin master && git push origin master:release
Unreal->Project Settings->Input->Action Mappings OR in Blueprints->Find (uncheck Find in Current Blueprint Only) and search for the input key, i.e. J.
Until Unreal binary uploads are automated, the server and client version will not match unless the VERSION file changes are pushed. This because the client version is determined by latest git timestamp and the server version is determined by the VERSION file. The VERSION file will automatically update when you build, so all that's needed is to push it. The only time you shouldn't push your VERSION file is when you are just packaging and uploading the sim.
You'll often want to run clean.sh
or clean.bat
after pulling in changes, especially to the plugin as Unreal will spuriously cache old binaries.
If you open an Unreal project in Pycharm, add Binaries, Build, Content, Intermediate, and Saved to your project’s “Excluded” directories in Project Structure or simply by right clicking and choosing “Mark Directory as” => “Excluded”. Keeping these large binary directories in the project will cause PyCharm to index them.