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Feat/add unreal engine 5.3 #370
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@wouter-heerwegh Any idea on how to circumvent this clang error on Linux currently? Another peer of our group works on Windows and the |
Hi @Thogsit Thanks for this PR! This is a big help. I'll try to see if I can package it for Windows and Linux as well. When it comes to the compile error, the only thing I've been able to find is that the So possible ways to fix it are:
I've left the Airsim script to use clang-12, so people who want to use the sim, and not use UE can build Airsim and use the executables, because most are on Ubuntu 22.04. |
FSDS is a really nice project, glad that we can help!
We're currently testing the changes under Windows to circumvent the clang issue on my machine. I'll ping here when we know better whether the migration not only compiles, but indeed seems to work somehow - until then I'll leave this in draft mode :). Thank you very much for the help regarding clang! I'm currently occupied with another topic to work on but will have a look at it again in a few weeks and try to fix it. |
I've been looking a bit into the Airsim compilation, where I could find time. We should use these toolchains: https://dev.epicgames.com/documentation/en-us/unreal-engine/linux-development-requirements-for-unreal-engine?application_version=5.3#versionhistory They provide a toolchain for arm64 (aarch64) and x86 that we could try to use. If we're missing libraries, we'll probably have to try and create our own with crosstool-ng. I've not completely understood however to properly use the toolchains. As far as I understand, do the following:
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This Pull Request attempts to make the necessary changes for running the project in Unreal Engine 5.3. The initial motivation came from the discussion in another PR and in the Airsim project here due to experiencing the same error.
Switching to UE5.3 doesn't seem to fix this though. Even after modifying the code to obey the new UE5.3 rules, it prints the following build log including the exact same error as before:
Opening the project in UE5.3 is as such currently at least from my Linux machine not possible so it couldn't be tested; it is expected to not work as is, but maybe serve as a base to do the last few changes necessary so this PR is currently marked as a draft.
Also, I'm completely new to UE and 3D programming so make sure to check my changes twice :). The most interesting part is the
CarPawnSimApi.cpp
where indeed the logic needed to be changed due to UE's switch from PhysX to Chaos.In all changes I mainly tried to find the corresponding "new" UE5 function and replace with it; the compiler not crying anymore doesn't mean it actually works though.
EDIT: Most of the changes were taken from here and adjusted as needed.