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Custom blueprint import ability added #9026
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base: ue4-dev
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Thanks for opening this pull request! The maintainers of this repository would appreciate it if you would update our CHANGELOG.md based on your changes. |
Could you add a small .md on how have you done it to help people in the community? |
As part of the CHANGELOG.md or separate .md? Where should that go? |
You should add the title of the feature in the CHANGELOG.md and a tutorial of how to do it in |
That should do it! |
Yeah! |
The PR has compilinng issues; |
Description
Adds the ability to import custom blueprints created in UE4 to Carla's blueprint library, spawnable via Python API. Ported from Carla ue5-dev branch. In order to add your blueprint, create
BlueprintParameters.json
file in/CarlaUE4/Content/Carla/Config/
with following format:If, for example, in your UE4 Content Browser you have a blueprint with path
"Content -> Blueprints -> SomeBlueprintName"
, then you would modify thePath
inBlueprintParameters.json
as"Path": "/Game/Blueprints/SomeBlueprintName"
.Then, from Python API:
Fixes #9018
Where has this been tested?
Possible Drawbacks
The code uses
FindFunction()
to determine whetherPostProcessBlueprint
has been used/implemented in UE4, should probably check if there is an easier, more robust way. This was needed to correctly determine whether the return value ofPostProcessBlueprint
should be taken into account when setting theSpawnResult.Status
inBlueprintActorFactory.cpp
'sSpawnActor()
. In the originalBlueprintActorFactory.cpp
from UE5, the code checks ifPostProcessBlueprint
returns true/false and sets theSpawnResult.Status
accordingly, but ifPostProcessBlueprint
is not used in UE4, then the default return value isfalse
and that wrongly (I assume) sets theSpawnResult.Status
toEActorSpawnResultStatus::UnknownError
.This change is