Script execution and config editor GUI (Unreal, Windows)#95
Script execution and config editor GUI (Unreal, Windows)#95liamckenna wants to merge 46 commits intoiamaisim:mainfrom
Conversation
…u now shows up in compiled versions of the project.
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@liamckenna Thank you all so much for your contribution; it's greatly appreciated. We haven't had time to review it yet, but as I mentioned, a necessary change is the ability to disable it so the screen can be viewed without modifications (I know it is very small but anyways please). Another thing I see in the PR is that there are some minor changes to the configuration numbers; please only upload the necessary changes. |
sim config and DefaultEngine.ini
defaultgame.ini
…/ProjectAirSimGUI into remove-unnecessary-edits
removed auto-generated pixelstreaming and temp text
reverted cmakesettings.json, removed vs code stuff
changed EngineAssociation back to 5.1 from 5.2
removed some unauthored file edits
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| // comment so that generated.h is always the last include file with clang-format | ||
| #include "UnrealScene.generated.h" | ||
| class WorldSimApi; |
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was not compiling without this addition, unsure why considering WorldSimApi.h is included earlier in the file.
| #include "UnrealLogger.h" | ||
| #include "core_sim/transforms/transform_utils.hpp" | ||
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| #include "ProceduralMeshComponent.h" |
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failed to compile locally without this, unsure if necessary.
| #include "core_sim/actor/env_actor.hpp" | ||
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| #include "core_sim/scene.hpp" | ||
| #include "core_sim/geodetic_converter.hpp" |
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same as UnrealHelper.h and UnrealScene.h. not my files to edit but they were necessary on my end to successfully compile.
liamckenna
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Removed unnecessary changes and added a close button.
About
Introduces GUI to allow for script execution and scene/robot config file editing from within the simulation.
Once the activate env script is selected and a python script is selected, all relevant scene and robot config settings are made available to the user.
Features
Limitations
Menu blueprints are currently within the blocks scene and not the plugin. Slight reorganizing of assets and retesting is needed to host it all in the plugin.All assets and code now reside in the dedicated ProjectAirSim plugins folder.How Has This Been Tested?
Tested in both UE5 editor Blocks scene and in the shipping build, on Windows 11 built from source.
Notes
Some files had to receive slight adjustments for successful compilation. Beyond the newly created files, I'm unsure as to what additional changes, if any, need to be brought over for the menu to work in main.
Screenshots and videos (if appropriate):
Initial menu (top left):

Fully minimized:

Uses window filesystem popup to select files:

Once a valid python script is selected, the user gains full access to the menu:
