diff --git a/CHANGELOG.md b/CHANGELOG.md index 75eba5221..c4daa151f 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,6 +1,6 @@ ### May/June 2024 * Added [multi-layer annotation](docs/annotation.md) with RGB, greyscale and texture options. Extensive API integration and available for camera and GPU-LiDAR sensors. -* Updated Unreal to 5.2.1 (Thanks in part to [Colosseum by Codex Laboratories LLC](https://github.com/CodexLabsLLC/Colosseum)!). +* Updated Unreal to 5.3.2 (Thanks in part to [Colosseum by Codex Laboratories LLC](https://github.com/CodexLabsLLC/Colosseum)!). * Updated instance segmentation to use proxy meshing, no longer requiring custom Unreal Engine fork. * Updated ground vehicles to use ChaosVehicles instead of PhysXVehicles. Some issues may arise. * Updated settings with new parameter `MoveWorldOrigin` to move the world origin to the player start location when starting the simulator. Disabled by default. This affects things like setting the sensors to external! diff --git a/README.md b/README.md index 6b16c0313..5060565d3 100755 --- a/README.md +++ b/README.md @@ -68,7 +68,7 @@ A manually maintained fork of this repository is available to the public: https: * Added [Matlab API Client](docs/matlab.md) implementation as an easy to install Matlab toolbox. * Added various [random but deterministic dynamic object types and world configuration options](docs/dynamic_objects.md). * Added BoxCar vehicle model to the Car SimMode to have a smaller vehicle to use in indoor spaces. -* Updated Unreal to 5.2.1. +* Updated Unreal to 5.3.2. * Updated [ComputerVision mode](docs/image_apis.md#computer-vision-mode-1): Now has full API and Simulation just like other vehicle types. It mostly means it can now have sensors attached (outside of IMU). Improved handling and camera operation. * Updated [LIDAR sensor type](docs/lidar.md): Fixed not tracing correctly, added ground truth (point labels) generation, added range-noise generation. Improved API pointcloud delivery to be full scan instead of being frame-rate dependent and partial. * Updated the camera, Echo and (GPU-)LiDAR sensors to be uncoupled from the vehicle and be placed as external world sensors. diff --git a/build.cmd b/build.cmd index 05b66399e..d52267c7e 100644 --- a/build.cmd +++ b/build.cmd @@ -15,7 +15,7 @@ if "%VisualStudioVersion%" == "" ( ) if "%VisualStudioVersion%" lss "17.0" ( echo( - echo Hello there! We just upgraded AirSim to Unreal Engine 5.2.1 and Visual Studio 2022. + echo Hello there! We just upgraded AirSim to Unreal Engine 5.3.2 and Visual Studio 2022. echo Here are few easy steps for upgrade so everything is new and shiny: echo https://cosysgit.uantwerpen.be/sensorsimulation/airsim/-/tree/master/docs/unreal_upgrade.md goto :buildfailed_nomsg diff --git a/docs/build_linux.md b/docs/build_linux.md index c39f4c307..c02230115 100644 --- a/docs/build_linux.md +++ b/docs/build_linux.md @@ -6,10 +6,10 @@ The current recommended and tested environment is **Ubuntu 20.04 LTS**. Theoreti ### Build Unreal Engine - Make sure you are [registered with Epic Games](https://docs.unrealengine.com/en-US/SharingAndReleasing/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.html). This is required to get source code access for Unreal Engine. -- Clone Unreal in your favorite folder and build it (this may take a while!). **Note**: We only support Unreal 5.2.1 at present. +- Clone Unreal in your favorite folder and build it (this may take a while!). **Note**: We only support Unreal 5.3.2 at present. ```bash # go to the folder where you clone GitHub projects -git clone -b 5.2 git@github.com:EpicGames/UnrealEngine.git +git clone -b 5.3 git@github.com:EpicGames/UnrealEngine.git cd UnrealEngine ./Setup.sh ./GenerateProjectFiles.sh diff --git a/docs/build_windows.md b/docs/build_windows.md index 0da8367d2..76135cfe0 100644 --- a/docs/build_windows.md +++ b/docs/build_windows.md @@ -3,12 +3,12 @@ ## Install Unreal Engine 1. [Download](https://www.unrealengine.com/download) the Epic Games Launcher. While the Unreal Engine is open source and free to download, registration is still required. 2. Run the Epic Games Launcher, open the `Unreal Engine` tab on the left pane. -Click on the `Install` button on the top right, which should show the option to download **Unreal Engine 5.2.1**. Chose the install location to suit your needs, as shown in the images below. If you have multiple versions of Unreal installed then **make sure the version you are using is set to `current`** by clicking down arrow next to the Launch button for the version. +Click on the `Install` button on the top right, which should show the option to download **Unreal Engine 5.3.2**. Chose the install location to suit your needs, as shown in the images below. If you have multiple versions of Unreal installed then **make sure the version you are using is set to `current`** by clicking down arrow next to the Launch button for the version. ![Unreal Engine Tab UI Screenshot](images/ue_install.png) ![Unreal Engine Install Location UI Screenshot](images/ue_install_location.png) ## Build AirSim -* Install Visual Studio 2022. Make sure to select Desktop Development with C++ and Windows 10/11 SDK **10.0.X (choose latest)** and select the latest .NET Framework SDK under the 'Individual Components' tab while installing VS 2022. More info [here](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine?application_version=5.2). +* Install Visual Studio 2022. Make sure to select Desktop Development with C++ and Windows 10/11 SDK **10.0.X (choose latest)** and select the latest .NET Framework SDK under the 'Individual Components' tab while installing VS 2022. More info [here](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine?application_version=5.3). * Start `Developer Command Prompt for VS 2022`. * Clone the repo: `git clone https://cosysgit.uantwerpen.be/sensorsimulation/airsim.git`, and go the AirSim directory by `cd AirSim`. * Run `build.cmd` from the command line. This will create ready to use plugin bits in the `Unreal\Plugins` folder that can be dropped into any Unreal project. diff --git a/docs/ros_python.md b/docs/ros_python.md index 0123b03b0..d07519d07 100644 --- a/docs/ros_python.md +++ b/docs/ros_python.md @@ -4,7 +4,7 @@ AirSim and ROS can be integrated using Python. Some example ROS node are provide ## Prerequisites -These instructions are for Ubuntu 20.04, ROS Noetic, UE 5.2.1 and latest AirSim release. +These instructions are for Ubuntu 20.04, ROS Noetic, UE 5.3.2 and latest AirSim release. You should have these components installed and working before proceeding. **Note that you need to install the Python module first for this to work. More information [here](apis.md) in the section 'Installing AirSim Package'.** diff --git a/docs/skid_steer_vehicle.md b/docs/skid_steer_vehicle.md index 6e270cd26..edb6fc55c 100644 --- a/docs/skid_steer_vehicle.md +++ b/docs/skid_steer_vehicle.md @@ -9,7 +9,7 @@ It is build using the Chaos engine of Unreal which does not support this vehicle ## Creating a new skid steer vehicle The steps to setup the vehicle are largely the same as a WheeledVehiclePawn with some slight adjustments. -1. Follow [this guide](https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-set-up-vehicles-in-unreal-engine?application_version=5.2) to create the skeletal mesh and physics asset. +1. Follow [this guide](https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-set-up-vehicles-in-unreal-engine?application_version=5.3) to create the skeletal mesh and physics asset. 2. For the wheels setup, the vehicle should have 4 wheels, 2 for the left side and 2 for the right side. Please use SkidWheel as the wheel class. 3. For the vehicle blueprint to create the pawn it is also largely the same as in that tutorial however as class one should use the *SkidVehiclePawn* sub-class. The vehicle setup parameters are more simplified. 4. To have animated wheels, proper physics and correct steering behavior, please take a look at how the CPHusky is configured in the AirSim plugin. The Husky is a skid steer vehicle and can be used as a reference. diff --git a/docs/unreal_custenv.md b/docs/unreal_custenv.md index 333596f3a..5ccb32031 100644 --- a/docs/unreal_custenv.md +++ b/docs/unreal_custenv.md @@ -8,7 +8,7 @@ There is no `Epic Games Launcher` for Linux which means that if you need to crea ## Step by Step Instructions -1. Make sure AirSim is built and Unreal 5.2.1 is installed as described in [build instructions](build_windows.md). +1. Make sure AirSim is built and Unreal 5.3.2 is installed as described in [build instructions](build_windows.md). 2. In `Epic Games Launcher` click the Learn tab then scroll down and find `Landscape Mountains`. Click the `Create Project` and download this content (~2GB download). ![current version](images/landscape_mountains.png) @@ -19,7 +19,7 @@ There is no `Epic Games Launcher` for Linux which means that if you need to crea !!!note - The Landscape Mountains project is supported up to Unreal Engine version 4.24. If you do not have 4.24 installed, you should see a dialog titled `Select Unreal Engine Version` with a dropdown to select from installed versions. Select 5.2.1 to migrate the project to a supported engine version. If you have 4.24 installed, you can manually migrate the project by navigating to the corresponding .uproject file in Windows Explorer, right-clicking it, and selecting the `Switch Unreal Engine version...` option. + The Landscape Mountains project is supported up to Unreal Engine version 4.24. If you do not have 4.24 installed, you should see a dialog titled `Select Unreal Engine Version` with a dropdown to select from installed versions. Select 5.3.2 to migrate the project to a supported engine version. If you have 4.24 installed, you can manually migrate the project by navigating to the corresponding .uproject file in Windows Explorer, right-clicking it, and selecting the `Switch Unreal Engine version...` option. 1. From the `File menu` select `New C++ class`, leave default `None` on the type of class, click `Next`, leave default name `MyClass`, and click `Create Class`. We need to do this because Unreal requires at least one source file in project. It should trigger compile and open up Visual Studio solution `LandscapeMountains.sln`.