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This project forked from microsoft/airsim

324.0 17.0 104.0 440.21 MB

Open source simulator for autonomous robotics built on Unreal Engine with support for Unity

Home Page: https://codexlabsllc.github.io/Colosseum/

License: Other

Shell 0.36% C++ 73.53% Python 5.20% C 4.15% C# 15.55% PowerShell 0.03% Makefile 0.01% CMake 0.60% Batchfile 0.38% Dockerfile 0.03% ShaderLab 0.14%
aerial-image-segmentation aerial-imagery aerial-robotics autonomous-robots autonomous-vehicles autonomy robotics

colosseum's Introduction

Welcome to Colosseum, a successor of AirSim

Build Status

Ubuntu Build MacOS Build Windows Build

Looking for more performance?

The company managing this repo created the SWARM Developer System to help build, simulate and deploy single and multi-agent autonomous systems. Check it out here: SWARM Developer System

IMPORTANT ANNOUNCEMENT

Moving forward, we are now using Unreal Engine 5 version 5.03 or greater! If you want to use UE4.27, you can use the branch ue4.27.

Unreal Engine Version for Main Branch

The main branch of this repository only supports Unreal Engine 5.2! Please see our other branches for other versions that we support.

Currently Supported Operating Systems

Below are the list of officially supported Operating Systems, with full Unreal Engine support:

Windows

  • Windows 10 (Latest)

Linux

  • Ubuntu 18.04 (NO LONGER SUPPORTED. 18.04 is EOL so we will not be checking this anymore and GitHub doesn't support CI builds)
  • Ubuntu 20.04

NOTE Ubuntu 22.04 is not currently supported due to Vulkan support. If this changes, we will notify you here. If you want to use Colosseum on 22.04, we highly recommend that you use Docker.

MacOS (Non-M1 Macs only)

  • MacOS Monterey (12)
  • MacOS (11)

NOTE MacOS support is highly experimental and may be dropped in future releases. This is because Apple continually changes their build tools and doesn't like 3rd party developers in general. There are ongoing discussions to remove this support.

Sponsors

  1. Codex Laboratories LLC Website

Introduction

Colosseum is a simulator for robotic, autonomous systems, built on Unreal Engine (we now also have an experimental Unity release). It is open-source, cross platform, and supports software-in-the-loop simulation with popular flight controllers such as PX4 & ArduPilot and hardware-in-loop with PX4 for physically and visually realistic simulations. It is developed as an Unreal plugin that can simply be dropped into any Unreal environment. Similarly, we have an experimental release for a Unity plugin.

This is a fork of the AirSim repository, which Microsoft decided to shutdown in July of 2022. This fork serves as a waypoint to building a new and better simulation platform. The creater and maintainer of this fork is Codex Laboratories LLC (our website is here). Colosseum is one of the underlying simulation systems that we use in our product, the SWARM Simulation Platform. This platform exists to provide pre-built tools and low-code/no-code autonomy solutions. Please feel free to check this platform out and reach out if interested.

Join the Community

We have decided to create a Discord channel to better allow for community engagement. Join here: Colosseum Robotics Discord.

Goals and Project Development

This section will contain a list of the current features that the community and Codex Labs are working on to support and build.

Click here to view our current development goals!

If you want to be apart of the official development team, attend meetings, etc., please utilize the Slack channel (link above) and let Tyler Fedrizzi know!

License

This project is released under the MIT License. Please review the License file for more details.

colosseum's People

Contributors

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colosseum's Issues

.sln build issue C1900

Bug report

  • UE/Unity version: 5.2.1
  • OS Version: Windows 11

What's the issue you encountered?

I get this error everytime I try to build the .sln
image
I tried it on the block scene and when I plugged the plugin into my own project.

Feature Request: Battery Model

What feature are you suggesting?

Overview:

Create a simplistic (linear) battery model and the requisite APIs to view the battery health.

Smaller Details:

  • Put battery health as part of the Multi-Rotor and Vehicle state messages.
  • Add a simplistic discharge curve for standard Lithium Polymer batteries
  • Add a JSON setting to change Battery sizes and types
  • Add a recharge API call for reinforcement learning
  • Eventually add dynamic updating of battery model based upon generated torque from motors

Nature of Request:

  • Addition

Why would this feature be useful?

Modelling how long a system can fly and coupling that with the movement of the vehicle will allow developers and researchers to understand realistic considerations of their platforms and algorithms.

Simulation support for different vehicle types

Hi, friends,

It's really a pleasure to get here, since the official Airsim repo is abandoned by Microsoft. Following the issue mentioned here, may I ask whether the Colosseum project supports this feature yet? If so, I appreciate that if you could advise how to use this feature in UE 4.27.

Thanks
Jie

Can't find copter camera sensor size

Question

What's your question?

Where I can find the sensor size (width and height) of the drone virtual camera?

Include context on what you are trying to achieve

I'm trying to analyze images that I get from the bottom center camera (number 3), but I need to know the camera sensor size.

Context details

I'm using v1.8.1 - Linux AirSimNH as a virtual environment with Ardupilot ArduCopter.
Here's my setting.json:
{
"SettingsVersion":1.2,
"LogMessagesVisible":true,
"SimMode":"Multirotor",
"Vehicles":{
"Copter":{
"VehicleType":"ArduCopter",
"UseSerial":false,
"DefaultVehicleState":"Armed",
"LocalHostIp":"127.0.0.1",
"UdpIp":"127.0.0.1",
"UdpPort":9003,
"ControlPort":9002,
"AllowAPIAlways": true,
}
},
"CameraDefaults":{
"CaptureSettings":[
{
"ImageType":0,
"Width":600,
"Height":600,
"FOV_Degrees":90,
"AutoExposureSpeed":100,
"AutoExposureBias":0,
"AutoExposureMaxBrightness":0.64,
"AutoExposureMinBrightness":0.03,
"MotionBlurAmount":0,
"TargetGamma":1.0,
"ProjectionMode":"",
"OrthoWidth":10
}
],
"X": 0, "Y": 0, "Z": 0,
"Pitch": 0, "Roll": 0, "Yaw": 0
}
}

Include details of what you already did to find answers

I searched through airsim, unreal engine, and ardupilot projects for any information, but found only setup for cinematicCamera. But I'm not sure that it's the correct camera used on copter...

Real World Motion BLur

What feature are you suggesting?

Overview:

Motion blur in a real world cameras is a function of the shutter speed of the camera.

Unreal Engine currently allows you to set motion blur on a camera. However, due to the nature of how screenshots
are captured in Unreal Engine, there is no notion of "shutter speed" or of "frames per second", both of which contribute to motion
blur in a camera.

For realism, a camera should have motion blur proportional to the rotational and translational motion of the vehicle.

Smaller Details:

Most likely, once we get the raw bytes of the image, we can take the Fast Fourier Transform of the image and then multiply by a blur kernel in the image in the frequency domain, then compute the inverse FFT of the image. This will create a blurring affect and we can modulate the kernel based upon the motion.

Nature of Request:

  • Addition
  • Change

Why would this feature be useful?

We need real motion for cameras to accurately simulate vision pipelines.

can't run the blocks.slh

Bug report

  • AirSim Version/#commit:"N/A"
  • UE/Unity version:5.0.3
  • autopilot version:"N/A"
  • OS Version:windos 11

What's the issue you encountered?

(sorry i use the translater, i wasn't good at English)
i used Airsim with Unreal 4 before, so i follow the previous step and successfully install this new version,but i find out i cannt run the Blocks test, visual studio show smoe error about class ,pls help

Settings

visual studio 2022
image
Unreal 5.0.3
image

How can the issue be reproduced?

image

Include full error message in text form

What's better than filing an issue? Filing a pull request :).

Potential Buffer Overflow

if (0 < GetModuleFileName(hModule, szPath, sizeof(szPath))) {

The third parameter expresses the buffer being larger than it actually is, since the size of wchar_t is greater than 1.

The function documentation is here.

https://learn.microsoft.com/en-us/windows/win32/api/libloaderapi/nf-libloaderapi-getmodulefilenamea

The docs mention that the third parameter is the size of the buffer in terms of TCHARS.
Which means that it is more of an element count, than a byte count.
I believe it should be set to MAX_PATH.

Low quality from cameras in CitySample using UE5.1

Bug report

  • AirSim Version/#commit: main branch
  • UE/Unity version: UE5.1
  • autopilot version: NA
  • OS Version: Windows 10

What's the issue you encountered?

I used AirSim for CitySample from UE5.1, and I've been experiencing inconsistency in image quality from the different cameras available in the simulator. Although the simulator works properly, I have noticed that using the Car mode with the FPV camera produces poor quality images, as illustrated in the attached image. In contrast, camera 1 works well, as shown in the bottom right of the image.

I have set all the settings to ultra, including lumen and nanite, in an attempt to optimize the simulator's performance. However, I cannot see why there is this disparity in image quality. I also tried to get the image from camera 1 using Python, but it got the same results as the FPV camera.

In addition, there is also a disparity with the illumination of the camera from what is being shown to what is being written to disk.

Settings

{
  "SettingsVersion": 1.2,
  "SimMode": "Car",
  "ViewMode": "Fpv",
 "CameraDefaults": {
    "CaptureSettings": [
      {
        "ImageType": 0,
        "Width": 1000,
        "Height":  1000,
        "FOV_Degrees": 90
      },
	  {
        "ImageType": 5,
        "Width": 1000,
        "Height": 1000,
        "FOV_Degrees": 90
      }
	  ]
    }
}

How can the issue be reproduced?

Include full error message in text form

error

What's better than filing an issue? Filing a pull request :).

Build failing on macOS Ventura

Bug report

  • AirSim Version/#commit: Colosseum [main]
  • UE version: 4.27
  • autopilot version: N/A
  • OS Version: MacOS Ventura 13.0

What's the issue you encountered?

After building Colosseum from source, when trying to build the Blocks.xcworkspace with XCode 14.1 (which is generated from ./GenerateProjectFiles.sh) I get the error:

<UE_PATH>/Engine/Source/Runtime/Engine/Classes/Materials/Material.h:1279:26 variable 'LayerNames' set but not used [-Werror,-Wunused-but-set-variable]

After looking on the internet for similar issues I learned that this happens with XCode v>13.3, and that I can solve this error if I add the following two lines to both Blocks.Target.cs and BlocksEditor.Target.cs

bOverrideBuildEnvironment = true;
AdditionalCompilerArguments = "-Wno-unused-but-set-variable";

At this point though, when the build is completed and Unreal tries to run, I get this error (from UE4Editor):
Screenshot 2022-11-04 at 10 40 10

Of course I do have MacOS 13.0 (Ventura) but for some reason it thinks I'm on MacOS 10.16 (Big Sur)

Settings

Default settings

How can the issue be reproduced?

Using XCode 13.3 onwards

  1. After cloning the repo, build Colosseum:
./setup.sh && ./build.sh
  1. cd to AirSim/Unreal/Environments/Blocks
  2. Run ./GenerateProjectFiles.sh <UE_PATH>
  3. Open the XCode workspace and build

Include full error message in text form

/Users/Shared/Epic Games/UE_4.27/Engine/Source/Runtime/Engine/Classes/Materials/Material.h:1279:26 variable 'LayerNames' set but not used [-Werror,-Wunused-but-set-variable]

You cannot use this application with this version of macOS. You cannot use this application with this version of macOS.

What's better than filing an issue? Filing a pull request :).

Motion blur

Bug report

  • AirSim Version/#commit: v1.8.1 - Windows/ 6688d27
  • UE/Unity version: 4.26
  • autopilot version: N/A
  • OS Version: N/A

What's the issue you encountered?

Hello, I am simulating a fast moving car in Airsim and I am interested in rendering images with motion blur. Currently, changing motion blur amount doesn't blur the images that I render. I tried commenting "GetWorld()->GetGameViewport()->GetEngineShowFlags()->SetMotionBlur(false);" in SimHUD.cpp file and setting a maximum motion blur amount as Cosys-Airsim repo suggests. Unfortunately, these changing cannot fix my issue either. I came across this work which states that motion blur is not supported for render targets. I would highly appreciate it if you could give me hints how to solve this bug.

Settings

{
"SeeDocsAt": "https://github.com/Microsoft/AirSim/blob/main/docs/settings.md",
"SettingsVersion": 1.2,
"SimMode": "Car",
"EngineSound": false,
"PhysicsEngineName": "",
"EnableCollisionPassthrogh": false,

"CameraDefaults": {
"CaptureSettings": [
{
"ImageType": 0,
"Width": 1200,
"Height": 680,
"FOV_Degrees": 90,
"MotionBlurAmount": 1.0
}
]
},

"Recording": {
  "RecordOnMove": false,
  "RecordInterval": 0.3,
  "Enabled": true,
  "Cameras": [
  {
  "CameraName": "front_center",
  "ImageType": 0,
  "PixelsAsFloat": false,
  "Compress": true
  }
  ]     
  }

}

How can the issue be reproduced?

N/A
1.
2.

Include full error message in text form

N/A

What's better than filing an issue? Filing a pull request :).

Replace rpclib with ZeroMQ

What feature are you suggesting?

Overview:

As mentioned in one of the issues in our simulator (FS-Driverless/Formula-Student-Driverless-Simulator#225), it could be nice to replace rpclib with ZeroMQ as this is more event driven. This reduces the latency of getting data from the simulator as you would have to poll for data otherwise.

Nature of Request:

  • Change

Why would this feature be useful?

It would remove the need for polling, thus simplifying the ros bridges and python api.

Extracted Images are Completely Black

Bug report

  • AirSim Version/#commit: branch ue5.1.1, e6cf02b
  • UE/Unity version: 5.1.1
  • autopilot version: N/A
  • OS Version: Windows10

What's the issue you encountered?

Clean build of Airsim and Blocks. The Blocks environment is started in ComputerVision-Mode and Colosseum/PythonClient/computer_vision/cv_mode.py is executed using Python 3.7.4. The camera moves in the Unreal Engine and images are created in the specified folder. However, all images are completely black. This is the case for all arisim.ImageTypes.

Settings

{
"SeeDocsAt": "https://github.com/Microsoft/AirSim/blob/main/docs/settings.md",
"SettingsVersion": 1.2,
"SimMode": "ComputerVision",
"ViewMode": "Fpv" ,
"CameraDefaults": {
"CaptureSettings": [
{
"ImageType": 0,
"Width": 720,
"Height": 567,
"FOV_Degrees": 42
},
{
"ImageType": 2,
"Width": 720,
"Height": 567,
"FOV_Degrees": 42
},
{
"ImageType": 5,
"Width": 720,
"Height": 567,
"FOV_Degrees": 42
}
]
}
}

How can the issue be reproduced?

See description above:

  1. New installation and build of AirSim
  2. Run Blocks in UE5.1.1
  3. Run the default script "Colosseum/PythonClient/computer_vision/cv_mode.py" using Python 3.7.4
  4. Images created in the specified folder are completely black

Include full error message in text form

N/A

Any help is appreciated! :)

ERROR with ROS 2

Bug report

  • UE/Unity version: Unreal Engine 5.2.1
  • OS Version: Windows 10/ WSL2

What's the issue you encountered?

I am trying to use Colosseum with Unreal Engine 5.2.1. Currently I am using ROS2 Foxy and everything was working fine. However after run the launch node the node died and show the next error:

[ERROR] [airsim_node-2]: process has died [pid 120194, exit code -8, cmd /home/juan/Colosseum/ros2/install/airsim_ros_pkgs/lib/airsim_ros_pkgs/airsim_node --ros-args -r __node:=airsim_node --params-file /tmp/launch_params_qupds7az'].

Settings

This is my settings file
settings.json

How can the issue be reproduced?

The Issue can be reproduced just run your simulation with Unreal Engine and then run in vscode terminal the launch node ros2 launch airsim_ros_pkgs airsim_node.launch.py output:=screen host:=$WSL_HOST_IP. After a couple of minutes you will get the error. Does anyone know how to fix it ? I already try using ROS 2 Galactic and I got the same ERROR.

Build errors for Blocks environment on Ubuntu 20.04

Bug report

  • AirSim Version/#commit: Colosseum [main]
  • UE/Unity version: 4.27.2
  • autopilot version: N/A
  • OS Version: Ubuntu 20.04

What's the issue you encountered?

I cannot load the Blocks environment into the UE4 Editor. After following the UE4 install steps, I can successfully create a game project using the blueprint feature which I did to validate that UE4 is working

Next, after install of Colosseum from the main branch, I can run ./setup.sh and ./build.sh with no issues. At the end of the script, it reports that the plugin has been built and all environments in Unreal/Environments have been updated. I then launch UE4 and attempt to open the Blocks project.

After selecting the Blocks project, UE4 asks if I want to convert the project and I choose "more options" and "Convert in-place".

The system starts the generate/load process and then dumps messages like the following to the console...

[2022.11.03-23.32.28:569][580]Creating makefile for BlocksEditor (no existing makefile)
[2022.11.03-23.32.28:969][580]WARNING: Library 'stdc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
[2022.11.03-23.32.28:969][580]WARNING: Library 'supc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.

The build then eventually fails resulting in the following....

------- Build details --------
Using toolchain located at '/data/tools/UnrealEngine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v19_clang-11.0.1-centos7/x86_64-unknown-linux-gnu'.
Using clang (/data/tools/UnrealEngine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v19_clang-11.0.1-centos7/x86_64-unknown-linux-gnu/bin/clang++) version '11.0.1' (string), 11 (major), 0 (minor), 1 (patch)
Using bundled libc++ standard C++ library.
Using lld linker
Using llvm-ar : /data/tools/UnrealEngine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v19_clang-11.0.1-centos7/x86_64-unknown-linux-gnu/bin/llvm-ar
Using fast way to relink  circularly dependent libraries (no FixDeps).
------------------------------
ERROR: Building would modify the following engine files:
       
       /data/tools/UnrealEngine/Engine/Binaries/Linux/Android/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Binaries/Linux/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/2D/Paper2D/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/AI/AISupport/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/AI/EnvironmentQueryEditor/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Animation/LiveLink/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Blendables/LightPropagationVolume/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Cameras/CameraShakePreviewer/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Cameras/GameplayCameras/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Compression/OodleData/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Compression/OodleNetwork/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/AnimationSharing/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/CLionSourceCodeAccess/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/CodeLiteSourceCodeAccess/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/GitSourceControl/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/KDevelopSourceCodeAccess/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/NullSourceCodeAccess/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/PerforceSourceControl/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/PlasticSourceControl/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/PluginUtils/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/PropertyAccessNode/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/RiderSourceCodeAccess/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/SubversionSourceControl/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/TextureFormatOodle/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/UObjectPlugin/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/AssetManagerEditor/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/ContentBrowser/ContentBrowserAssetDataSource/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/ContentBrowser/ContentBrowserClassDataSource/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/ContentBrowser/ContentBrowserFileDataSource/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/CryptoKeys/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/CurveEditorTools/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/DataValidation/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/FacialAnimation/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/GameplayTagsEditor/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/GeometryMode/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/MaterialAnalyzer/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/MobileLauncherProfileWizard/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/PluginBrowser/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Editor/SpeedTreeImporter/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Enterprise/DatasmithContent/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Enterprise/VariantManagerContent/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/AlembicImporter/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/AutomationUtils/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/BackChannel/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/ChaosCloth/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/ChaosClothEditor/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/ChaosEditor/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/ChaosNiagara/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/ChaosSolverPlugin/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/CharacterAI/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/GeometryCache/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/GeometryProcessing/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/MotoSynth/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/PlanarCutPlugin/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/PythonScriptPlugin/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Experimental/SkeletalReduction/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/FX/Niagara/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Lumin/MagicLeapMedia/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Lumin/MagicLeapPassableWorld/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Media/AndroidMedia/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Media/AvfMedia/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Media/ImgMedia/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Media/MediaCompositing/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Media/MediaPlayerEditor/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Media/WebMMedia/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Media/WmfMedia/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/MeshPainting/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Messaging/TcpMessaging/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Messaging/UdpMessaging/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/MovieScene/ActorSequence/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/MovieScene/LevelSequenceEditor/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/MovieScene/MatineeToLevelSequence/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/MovieScene/TemplateSequence/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Online/OnlineSubsystem/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Online/OnlineSubsystemNull/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Portal/LauncherChunkInstaller/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/ActorLayerUtilities/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/AndroidDeviceProfileSelector/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/AndroidPermission/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/AppleImageUtils/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/ArchVisCharacter/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/AssetTags/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/AudioCapture/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/AudioSynesthesia/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/CableComponent/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/ChunkDownloader/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/CustomMeshComponent/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/EditableMesh/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/ExampleDeviceProfileSelector/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/GooglePAD/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/LinuxDeviceProfileSelector/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/LocationServicesBPLibrary/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/MobilePatchingUtils/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/OpenXR/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/OpenXREyeTracker/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/OpenXRHandTracking/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/PhysXVehicles/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/ProceduralMeshComponent/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/PropertyAccess/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/RuntimePhysXCooking/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/SignificanceManager/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/SoundFields/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/Synthesis/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Runtime/WebMMoviePlayer/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/Tests/ScreenshotTools/Binaries/Linux/UE4Editor.modules
       /data/tools/UnrealEngine/Engine/Plugins/VirtualProduction/Takes/Binaries/Linux/UE4Editor.modules
       
       Please rebuild from an IDE instead.

I have tried some of the steps I found in other issue reports in the AirSim repo to include running ./clean.sh in the Blocks project folder then copying the Colosseum/Unreal/Plugins/AirSim folder to Colosseum/Unreal/Environments/Blocks folder and then running the following command:

/data/tools/UnrealEngine/GenerateProjectFiles.sh /data/tools/AirSim/Unreal/Environments/Blocks2/Blocks.uproject -game

This generates the following output... with similar warnings....

Attempting to set up UE4 pretty printers for gdb (existing UE4Printers.py, if any, will be overwritten)...
	updated UE4Printers.py
	found necessary entries in ~/.gdbinit file, not changing it.

Setting up Unreal Engine 4 project files...

Fixing inconsistent case in filenames.
Setting up Mono
Discovering modules, targets and source code for project...
Generating data for project indexing...   
WARNING: Library 'stdc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'supc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Generating data for project indexing... 100%
Discovering modules, targets and source code for project...
Generating data for project indexing...   
WARNING: Library 'stdc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'supc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Generating data for project indexing... 100%
Writing project files... 100%
Discovering modules, targets and source code for project...
Generating data for project indexing...   
WARNING: Library 'stdc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'supc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Generating data for project indexing... 100%
Discovering modules, targets and source code for project...
Generating data for project indexing...   
WARNING: Library 'stdc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'supc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Generating data for project indexing... 100%
Discovering modules, targets and source code for project...
Generating data for project indexing...   
WARNING: Library 'stdc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'supc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Generating data for project indexing... 100%
Discovering modules, targets and source code for project...
Generating data for project indexing...   
WARNING: Library 'stdc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'supc++' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
Generating data for project indexing... 100%
Writing project files... 100%

I can then run make BlocksEditor which also generates similar warnings to stdc++ and supc++ as indicated above... but the process does complete and I can open Blocks as an editor project. I am new to UE and AirSim, so I am wondering why I get the above errors and why I can't compile Blocks into a regular releasable rather than just an editor project.

Settings

How can the issue be reproduced?

Include full error message in text form

What's better than filing an issue? Filing a pull request :).

Slack invite no longer active.

What's the issue you encountered?

Slack invite mentioned in README.md, Join the Community section, is not working: "This link is no longer active"

PackagingResults : Error: cannot initialize a variable of type 'const UClass *' with an lvalue of type 'FFieldClass *'

Bug report

  • AirSim Version/#commit: latest Release V2.1.0
  • UE/Unity version: Unreal 5.2.1
  • autopilot version:
  • OS Version: Ubuntu 20.04

What's the issue you encountered?

I created a new C++ project using the UE5.2.1 version on ubuntu20.04, and then compiled the source code of airsim v2.1.0(https://github.com/CodexLabsLLC/Colosseum/releases/tag/v2.1.0), and also put the airsim plug-in in the Plugins directory of the new project. After that, the project compiled and ran successfully, and I was also editing I saw the drone model when running the server, but when I packaged the project into an executable file under the Linux platform, I got the following error:

20240118-124632

This error also occurs on Windows. Is there a bug in the packaging process of this version of airsim?

I used UE5.0.3 and another version of airsim (https://github.com/czero69/AirSim/tree/ue5-cv) on ubuntu20.04. It successfully ran and packaged without any errors. Please tell me why the above UE5.2.1 Will the above error occur when using arsim v2.1.0 for packaging?

Settings

How can the issue be reproduced?

1.Create a new C++ project using UE5.2.1 under Ubuntu20.04
2.Download the source code of airsim V2.1.0 to the root directory, and then execute the following command to compile the airsim plugin

cd AirSim
./setup.sh
./build.sh

Then put the ~/Unreal/Plugins/AirSim plug-in under the Plugins directory in the new project. The new project needs to create a new Plugins directory
3.then compile and run, and package the Linux platform package after successful operation.

Include full error message in text form

If you have any other questions, please contact me, my email is [email protected]

What's better than filing an issue? Filing a pull request :).

Build errors after UE5 asks to build plugin source

Bug report

  • AirSim Version/#commit: d3163a9
  • UE/Unity version: UE5.0.3
  • autopilot version:
  • OS Version: windows 10

What's the issue you encountered?

I get some errors after loading the project with the plugin copied to the plugins folder. (ue5 asks to build the source and I click yes). Below is the full log.

Log file open, 02/09/23 23:07:44
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogWindows: Started CrashReportClient (pid=17152)
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: CitySample4
LogCore: UnrealTraceServer: Trace store launch successful
LogCsvProfiler: Display: Metadata set : platform="Windows"
LogCsvProfiler: Display: Metadata set : config="Development"
LogCsvProfiler: Display: Metadata set : buildversion="++UE5+Release-5.0-CL-20979098"
LogCsvProfiler: Display: Metadata set : engineversion="5.0.3-20979098+++UE5+Release-5.0"
LogCsvProfiler: Display: Metadata set : commandline="" "D:\Windows\Games\Epic Games\Projects\CitySample4\CitySample4.uproject"""
LogCsvProfiler: Display: Metadata set : os="Windows 10 (21H2) [10.0.19044.2486] "
LogCsvProfiler: Display: Metadata set : cpu="AuthenticAMD|AMD Ryzen 9 3900X 12-Core Processor"
LogCsvProfiler: Display: Metadata set : pgoenabled="0"
LogCsvProfiler: Display: Metadata set : loginid="de22dba8467c3102fb5a6b8fb41f24fa"
LogCsvProfiler: Display: Metadata set : llm="0"
LogPlatformFile: Not using cached read wrapper
LogStats: Stats thread started at 1.627224
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +0:00, Platform Override: ''
LogInit: Session CrashGUID >====================================================
         Session CrashGUID >   UECC-Windows-370F1193402FF73BEC838DBA63F11816
         Session CrashGUID >====================================================
LogConfig: Display: Loading VulkanPC ini files took 0.02 seconds
LogConfig: Display: Loading Windows ini files took 0.03 seconds
LogConfig: Display: Loading Android ini files took 0.03 seconds
LogConfig: Display: Loading Mac ini files took 0.03 seconds
LogConfig: Display: Loading HoloLens ini files took 0.03 seconds
LogConfig: Display: Loading IOS ini files took 0.03 seconds
LogConfig: Display: Loading TVOS ini files took 0.03 seconds
LogConfig: Display: Loading Unix ini files took 0.04 seconds
LogConfig: Display: Loading Linux ini files took 0.04 seconds
LogConfig: Display: Loading LinuxArm64 ini files took 0.04 seconds
LogPluginManager: Mounting Engine plugin MeshPainting
LogPluginManager: Mounting Engine plugin LightWeightInstancesEditor
LogPluginManager: Mounting Engine plugin Bridge
LogPluginManager: Mounting Engine plugin FastBuildController
LogPluginManager: Mounting Engine plugin XGEController
LogPluginManager: Mounting Engine plugin AISupport
LogPluginManager: Mounting Engine plugin CameraShakePreviewer
LogPluginManager: Mounting Engine plugin OodleNetwork
LogPluginManager: Mounting Engine plugin GameplayCameras
LogPluginManager: Mounting Engine plugin AlembicHairImporter
LogPluginManager: Mounting Engine plugin OpenColorIO
LogPluginManager: Mounting Engine plugin Paper2D
LogPluginManager: Mounting Engine plugin MassCrowd
LogPluginManager: Mounting Engine plugin EnvironmentQueryEditor
LogPluginManager: Mounting Engine plugin AlembicImporter
LogPluginManager: Mounting Engine plugin AssetManagerEditor
LogPluginManager: Mounting Engine plugin MassAI
LogPluginManager: Mounting Engine plugin AssetReferenceRestrictions
LogPluginManager: Mounting Engine plugin AnimationSharing
LogPluginManager: Mounting Engine plugin GeometryMode
LogPluginManager: Mounting Engine plugin CurveEditorTools
LogPluginManager: Mounting Engine plugin CryptoKeys
LogPluginManager: Mounting Engine plugin DataValidation
LogPluginManager: Mounting Engine plugin FacialAnimation
LogPluginManager: Mounting Engine plugin EditorDebugTools
LogPluginManager: Mounting Engine plugin BlueprintMaterialTextureNodes
LogPluginManager: Mounting Engine plugin GameplayTagsEditor
LogPluginManager: Mounting Engine plugin MacGraphicsSwitching
LogPluginManager: Mounting Engine plugin MaterialAnalyzer
LogPluginManager: Mounting Engine plugin MobileLauncherProfileWizard
LogPluginManager: Mounting Engine plugin CLionSourceCodeAccess
LogPluginManager: Mounting Engine plugin EditorScriptingUtilities
LogPluginManager: Mounting Engine plugin ModelingToolsEditorMode
LogPluginManager: Mounting Engine plugin AnimationModifierLibrary
LogPluginManager: Mounting Engine plugin SequencerAnimTools
LogPluginManager: Mounting Engine plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting Engine plugin PlasticSourceControl
LogPluginManager: Mounting Engine plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting Engine plugin PluginUtils
LogPluginManager: Mounting Engine plugin NullSourceCodeAccess
LogPluginManager: Mounting Engine plugin PerforceSourceControl
LogPluginManager: Mounting Engine plugin PixWinPlugin
LogPluginManager: Mounting Engine plugin TextureFormatOodle
LogPluginManager: Mounting Engine plugin RiderSourceCodeAccess
LogPluginManager: Mounting Engine plugin GitSourceControl
LogPluginManager: Mounting Engine plugin StylusInput
LogPluginManager: Mounting Engine plugin WorldPartitionHLODUtilities
LogPluginManager: Mounting Engine plugin SpeedTreeImporter
LogPluginManager: Mounting Engine plugin TraceDataFilters
LogPluginManager: Mounting Engine plugin PluginBrowser
LogPluginManager: Mounting Engine plugin SubversionSourceControl
LogPluginManager: Mounting Engine plugin TraceSourceFilters
LogPluginManager: Mounting Engine plugin BlendSpaceMotionAnalysis
LogPluginManager: Mounting Engine plugin AnimationWarping
LogPluginManager: Mounting Engine plugin PropertyAccessNode
LogPluginManager: Mounting Engine plugin LauncherChunkInstaller
LogPluginManager: Mounting Engine plugin UObjectPlugin
LogPluginManager: Mounting Engine plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting Engine plugin XCodeSourceCodeAccess
LogPluginManager: Mounting Engine plugin GameplayInsights
LogPluginManager: Mounting Engine plugin ControlRigSpline
LogPluginManager: Mounting Engine plugin RigLogic
LogPluginManager: Mounting Engine plugin LiveLink
LogPluginManager: Mounting Engine plugin UdpMessaging
LogPluginManager: Mounting Engine plugin TcpMessaging
LogPluginManager: Mounting Engine plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting Engine plugin LiveLinkCurveDebugUI
LogPluginManager: Mounting Engine plugin ControlRig
LogPluginManager: Mounting Engine plugin NiagaraFluids
LogPluginManager: Mounting Engine plugin IKRig
LogPluginManager: Mounting Engine plugin DatasmithContent
LogPluginManager: Mounting Engine plugin VariantManagerContent
LogPluginManager: Mounting Engine plugin Niagara
LogPluginManager: Mounting Engine plugin AndroidMedia
LogPluginManager: Mounting Engine plugin AvfMedia
LogPluginManager: Mounting Engine plugin ElectraPlayer
LogPluginManager: Mounting Engine plugin ElectraSubtitles
LogPluginManager: Mounting Engine plugin ElectraUtil
LogPluginManager: Mounting Engine plugin ElectraCDM
LogPluginManager: Mounting Engine plugin MediaPlayerEditor
LogPluginManager: Mounting Engine plugin ActorSequence
LogPluginManager: Mounting Engine plugin WebMMedia
LogPluginManager: Mounting Engine plugin ImgMedia
LogPluginManager: Mounting Engine plugin MediaCompositing
LogPluginManager: Mounting Engine plugin WmfMedia
LogPluginManager: Mounting Engine plugin MatineeToLevelSequence
LogPluginManager: Mounting Engine plugin CustomizableSequencerTracks
LogPluginManager: Mounting Engine plugin SequencerScripting
LogPluginManager: Mounting Engine plugin MovieRenderPipeline
LogPluginManager: Mounting Engine plugin LevelSequenceEditor
LogPluginManager: Mounting Engine plugin TemplateSequence
LogPluginManager: Mounting Engine plugin OnlineBase
LogPluginManager: Mounting Engine plugin OnlineSubsystemUtils
LogPluginManager: Mounting Engine plugin OnlineSubsystemNull
LogPluginManager: Mounting Engine plugin OnlineSubsystem
LogPluginManager: Mounting Engine plugin AutomationUtils
LogPluginManager: Mounting Engine plugin ChaosCloth
LogPluginManager: Mounting Engine plugin ChaosClothEditor
LogPluginManager: Mounting Engine plugin ChaosCaching
LogPluginManager: Mounting Engine plugin BackChannel
LogPluginManager: Mounting Engine plugin ChaosSolverPlugin
LogPluginManager: Mounting Engine plugin CharacterAI
LogPluginManager: Mounting Engine plugin ChaosEditor
LogPluginManager: Mounting Engine plugin EnhancedInput
LogPluginManager: Mounting Engine plugin ChaosVehiclesPlugin
LogPluginManager: Mounting Engine plugin FullBodyIK
LogPluginManager: Mounting Engine plugin FieldSystemPlugin
LogPluginManager: Mounting Engine plugin ColorCorrectRegions
LogPluginManager: Mounting Engine plugin GameFeatures
LogPluginManager: Mounting Engine plugin ChaosNiagara
LogPluginManager: Mounting Engine plugin GameplayBehaviors
LogPluginManager: Mounting Engine plugin Gauntlet
LogPluginManager: Mounting Engine plugin LiveLinkCamera
LogPluginManager: Mounting Engine plugin RemoteControlInterception
LogPluginManager: Mounting Engine plugin RemoteControl
LogPluginManager: Mounting Engine plugin CameraCalibrationCore
LogPluginManager: Mounting Engine plugin ActorLayerUtilities
LogPluginManager: Mounting Engine plugin Takes
LogPluginManager: Mounting Engine plugin AppleMoviePlayer
LogPluginManager: Mounting Engine plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting Engine plugin CableComponent
LogPluginManager: Mounting Engine plugin CustomMeshComponent
LogPluginManager: Mounting Engine plugin ArchVisCharacter
LogPluginManager: Mounting Engine plugin AndroidFileServer
LogPluginManager: Mounting Engine plugin ChunkDownloader
LogPluginManager: Mounting Engine plugin AudioSynesthesia
LogPluginManager: Mounting Engine plugin AppleImageUtils
LogPluginManager: Mounting Engine plugin AndroidPermission
LogPluginManager: Mounting Engine plugin AssetTags
LogPluginManager: Mounting Engine plugin AudioWidgets
LogPluginManager: Mounting Engine plugin AndroidMoviePlayer
LogPluginManager: Mounting Engine plugin DataRegistry
LogPluginManager: Mounting Engine plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting Engine plugin AudioCapture
LogPluginManager: Mounting Engine plugin AudioModulation
LogPluginManager: Mounting Engine plugin GeometryCache
LogPluginManager: Mounting Engine plugin GeometryFlow
LogPluginManager: Mounting Engine plugin GameplayAbilities
LogPluginManager: Mounting Engine plugin ImagePlate
LogPluginManager: Mounting Engine plugin Landmass
LogPluginManager: Mounting Engine plugin MotoSynth
LogPluginManager: Mounting Engine plugin LiveLinkControlRig
LogPluginManager: Mounting Engine plugin MeshLODToolset
LogPluginManager: Mounting Engine plugin MeshModelingToolsetExp
LogPluginManager: Mounting Engine plugin GeometryProcessing
LogPluginManager: Mounting Engine plugin PlanarCut
LogPluginManager: Mounting Engine plugin ModularGameplay
LogPluginManager: Mounting Engine plugin ProxyLODPlugin
LogPluginManager: Mounting Engine plugin PlatformCrypto
LogPluginManager: Mounting Engine plugin OpenImageDenoise
LogPluginManager: Mounting Engine plugin GeometryCollectionPlugin
LogPluginManager: Mounting Engine plugin RawInput
LogPluginManager: Mounting Engine plugin StructUtils
LogPluginManager: Mounting Engine plugin SkeletalReduction
LogPluginManager: Mounting Engine plugin Text3D
LogPluginManager: Mounting Engine plugin Volumetrics
LogPluginManager: Mounting Engine plugin GoogleCloudMessaging
LogPluginManager: Mounting Engine plugin GooglePAD
LogPluginManager: Mounting Engine plugin PythonScriptPlugin
LogPluginManager: Mounting Engine plugin IOSDeviceProfileSelector
LogPluginManager: Mounting Engine plugin LocationServicesBPLibrary
LogPluginManager: Mounting Engine plugin WebSocketNetworking
LogPluginManager: Mounting Engine plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting Engine plugin MassEntity
LogPluginManager: Mounting Engine plugin HairStrands
LogPluginManager: Mounting Engine plugin MeshModelingToolset
LogPluginManager: Mounting Engine plugin MobilePatchingUtils
LogPluginManager: Mounting Engine plugin MassGameplay
LogPluginManager: Mounting Engine plugin Metasound
LogPluginManager: Mounting Engine plugin ProceduralMeshComponent
LogPluginManager: Mounting Engine plugin PropertyAccessEditor
LogPluginManager: Mounting Engine plugin SmartObjects
LogPluginManager: Mounting Engine plugin RuntimePhysXCooking
LogPluginManager: Mounting Engine plugin SignificanceManager
LogPluginManager: Mounting Engine plugin SoundFields
LogPluginManager: Mounting Engine plugin ResonanceAudio
LogPluginManager: Mounting Engine plugin StateTree
LogPluginManager: Mounting Engine plugin WindowsMoviePlayer
LogPluginManager: Mounting Engine plugin WindowsDeviceProfileSelector
LogPluginManager: Mounting Engine plugin WebMMoviePlayer
LogPluginManager: Mounting Engine plugin ZoneGraph
LogPluginManager: Mounting Engine plugin ZoneGraphAnnotations
LogPluginManager: Mounting Engine plugin Synthesis
LogPluginManager: Mounting Engine plugin ContentBrowserClassDataSource
LogPluginManager: Mounting Engine plugin ContentBrowserAssetDataSource
LogPluginManager: Mounting Engine plugin ContentBrowserFileDataSource
LogPluginManager: Mounting Engine plugin ConcertMain
LogPluginManager: Mounting Engine plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting Engine plugin OnlineSubsystemIOS
LogPluginManager: Mounting Engine plugin OnlineServices
LogPluginManager: Mounting Engine plugin ContextualAnimation
LogPluginManager: Mounting Engine plugin MotionWarping
LogPluginManager: Mounting Engine plugin SQLiteCore
LogPluginManager: Mounting Engine plugin InterchangeEditor
LogPluginManager: Mounting Engine plugin Interchange
LogPluginManager: Mounting Engine plugin WinDualShock
LogPluginManager: Mounting Engine plugin ConcertSyncClient
LogPluginManager: Mounting Engine plugin ConcertSyncCore
LogPluginManager: Mounting Project plugin Soundscape
LogPluginManager: Mounting Project plugin AnimToTexture
LogPluginManager: Mounting Project plugin Crossfader
LogPluginManager: Mounting Project plugin CitySampleMassCrowd
LogPluginManager: Mounting Project plugin ChaosCarGlass
LogPluginManager: Mounting Project plugin HoverDrone
LogPluginManager: Mounting Project plugin RuleProcessor
LogPluginManager: Mounting Project plugin CitySampleSensorGrid
LogPluginManager: Mounting Project plugin WorldAudioDataSystem
LogPluginManager: Mounting Project plugin CitySampleModelingTools
LogPluginManager: Mounting Project plugin AirSim
LogPluginManager: Mounting Project plugin Traffic
LogPluginManager: Mounting Project plugin HoudiniEngine
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/LightWeightInstancesEditor/Content/' mounted to '/LightWeightInstancesEditor/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Bridge/Content/' mounted to '/Bridge/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Compositing/OpenColorIO/Content/' mounted to '/OpenColorIO/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/2D/Paper2D/Content/' mounted to '/Paper2D/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/AI/MassCrowd/Content/' mounted to '/MassCrowd/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/AI/MassAI/Content/' mounted to '/MassAI/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Developer/AnimationSharing/Content/' mounted to '/AnimationSharing/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/GeometryMode/Content/' mounted to '/GeometryMode/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/ModelingToolsEditorMode/Content/' mounted to '/ModelingToolsEditorMode/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Editor/SpeedTreeImporter/Content/' mounted to '/SpeedTreeImporter/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Developer/TraceSourceFiltering/Content/' mounted to '/TraceSourceFilters/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Animation/AnimationWarping/Content/' mounted to '/AnimationWarping/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Animation/ControlRigSpline/Content/' mounted to '/ControlRigSpline/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Animation/RigLogic/Content/' mounted to '/RigLogic/'
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LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Enterprise/DatasmithContent/Content/' mounted to '/DatasmithContent/'
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LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/AudioSynesthesia/Content/' mounted to '/AudioSynesthesia/'
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LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/AudioModulation/Content/' mounted to '/AudioModulation/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/GeometryFlow/Content/' mounted to '/GeometryFlow/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/ImagePlate/Content/' mounted to '/ImagePlate/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/Landmass/Content/' mounted to '/Landmass/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/MotoSynth/Content/' mounted to '/MotoSynth/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/MeshLODToolset/Content/' mounted to '/MeshLODToolset/'
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LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/GeometryProcessing/Content/' mounted to '/GeometryProcessing/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/GeometryCollectionPlugin/Content/' mounted to '/GeometryCollectionPlugin/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/Volumetrics/Content/' mounted to '/Volumetrics/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/PythonScriptPlugin/Content/' mounted to '/PythonScriptPlugin/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/MassEntity/Content/' mounted to '/MassEntity/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/HairStrands/Content/' mounted to '/HairStrands/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/MeshModelingToolset/Content/' mounted to '/MeshModelingToolset/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/MassGameplay/Content/' mounted to '/MassGameplay/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/Metasound/Content/' mounted to '/Metasound/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/SmartObjects/Content/' mounted to '/SmartObjects/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/ResonanceAudio/Content/' mounted to '/ResonanceAudio/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/StateTree/Content/' mounted to '/StateTree/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/ZoneGraphAnnotations/Content/' mounted to '/ZoneGraphAnnotations/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Runtime/Synthesis/Content/' mounted to '/Synthesis/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/Animation/ContextualAnimation/Content/' mounted to '/ContextualAnimation/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Experimental/Animation/MotionWarping/Content/' mounted to '/MotionWarping/'
LogPackageName: Display: FPackageName: Mount point added: '../../Plugins/Developer/Concert/ConcertSync/ConcertSyncClient/Content/' mounted to '/ConcertSyncClient/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/SoundScape/Content/' mounted to '/Soundscape/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/AnimToTexture/Content/' mounted to '/AnimToTexture/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/Crossfader/Content/' mounted to '/Crossfader/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/CitySampleMassCrowd/Content/' mounted to '/CitySampleMassCrowd/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/BrokenGlassEffects/Content/' mounted to '/ChaosCarGlass/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/HoverDrone/Content/' mounted to '/HoverDrone/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/CitySampleSensorGrid/Content/' mounted to '/CitySampleSensorGrid/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/WorldAudioDataSystem/Content/' mounted to '/WorldAudioDataSystem/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/CitySampleModelingTools/Content/' mounted to '/CitySampleModelingTools/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/AirSim/Content/' mounted to '/AirSim/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/Traffic/Content/' mounted to '/Traffic/'
LogPackageName: Display: FPackageName: Mount point added: '../../../../../Games/Epic Games/Projects/CitySample4/Plugins/ThirdParty/HoudiniEngine/Content/' mounted to '/HoudiniEngine/'
SourceControl: Source control is disabled
SourceControl: Source control is disabled
Launching UnrealBuildTool... [D:/Windows/UnrealEngine/UE_5.0/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe -Mode=QueryTargets -Project="D:/Windows/Games/Epic Games/Projects/CitySample4/CitySample4.uproject" -Output="D:/Windows/Games/Epic Games/Projects/CitySample4/Intermediate/TargetInfo.json"]
LogInit: Warning: Incompatible or missing module: AirSim
Running D:/Windows/UnrealEngine/UE_5.0/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe Development Win64 -Project="D:/Windows/Games/Epic Games/Projects/CitySample4/CitySample4.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: C:\Users\Matt\AppData\Local\UnrealBuildTool\Log.txt
Creating makefile for CitySampleEditor (no existing makefile)
Houdini Engine : Houdini 18.5.532 could not be found. Houdini Engine will not be available in this build.
WARNING: Library 'Shell32.lib' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'dinput8.lib' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
WARNING: Library 'dxguid.lib' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
@progress push 5%
Parsing headers for CitySampleEditor
  Running UnrealHeaderTool "D:\Windows\Games\Epic Games\Projects\CitySample4\CitySample4.uproject" "D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\CitySampleEditor\Development\CitySampleEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Matt\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for CitySampleEditor in 1.7854587 seconds
@progress pop
Building CitySampleEditor...
Using Visual Studio 2019 14.29.30147 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Adaptive Build] Excluded from CitySampleEditor unity file: AssetHardReferencesCommandlet.cpp, CitySampleContentValidationCommandlet.cpp, NaniteMeshLodGroupUpdateCommandlet.cpp, CitySampleLevelInstanceUtils.cpp, CitySampleMeshMerging.cpp, MetaHumanToolEditorBlueprintLibrary.cpp, TextureDeDupeWidget.cpp, CitySampleEditorValidator.cpp, CitySampleValidator_Blueprints.cpp, CitySampleValidator_Load.cpp, CitySampleHLODBuilderMeshApproximate.cpp, CitySampleEditor.cpp, CitySampleEditorBlueprintLibrary.cpp, CitySampleUnrealEdEngine.cpp
[Adaptive Build] Excluded from CitySampleAnimGraphRuntime unity file: CitySampleAnimGraphNode_CopyPoseRotations.cpp, CitySampleAnimGraphNode_CrowdSlopeWarping.cpp, CitySampleAnimGraphNode_RequestInertialization.cpp, CitySampleAnimGraphRuntime.cpp
Determining max actions to execute in parallel (12 physical cores, 24 logical cores)
  Executing up to 12 processes, one per physical core
Building 181 actions with 12 processes...
[1/181] Resource Default.rc2
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[24/181] Resource Default.rc2
[25/181] Compile PCH.HoudiniEngine.cpp
[26/181] Compile PCH.HoudiniEngineRuntime.cpp
[27/181] Compile PCH.HoudiniEngineEditor.cpp
[28/181] Compile Module.HoudiniEngine.5_of_5.cpp
[29/181] Compile Module.HoudiniEngine.gen.cpp
[30/181] Compile PCH.CitySampleAnimGraphRuntime.cpp
[31/181] Compile PCH.CitySampleEditor.cpp
[32/181] Compile SharedPCH.UnrealEd.ShadowErrors.cpp
[33/181] Compile Module.HoudiniEngine.1_of_5.cpp
[34/181] Compile CitySampleValidator_Blueprints.gen.cpp
[35/181] Compile Module.PointCloud.gen.cpp
[36/181] Compile SharedPCH.Engine.ShadowErrors.cpp
[37/181] Compile Module.HoudiniEngine.2_of_5.cpp
[38/181] Compile Module.HoudiniEngine.3_of_5.cpp
[39/181] Compile Module.HoudiniEngineRuntime.gen.5_of_5.cpp
[40/181] Compile Module.HoudiniEngine.4_of_5.cpp
[41/181] Compile Module.AnimToTexture.cpp
[42/181] Compile Module.HoudiniEngineRuntime.cpp
[43/181] Compile Module.HoudiniEngineRuntime.gen.2_of_5.cpp
[44/181] Compile Module.MassTraffic.gen.4_of_4.cpp
[45/181] Compile Module.HoudiniEngineRuntime.gen.1_of_5.cpp
[46/181] Compile Module.Crossfader.gen.cpp
[47/181] Compile Module.Soundscape.gen.cpp
[48/181] Compile Module.MassTraffic.gen.3_of_4.cpp
[49/181] Compile Module.Soundscape.cpp
[50/181] Compile Module.Crossfader.cpp
[51/181] Compile Module.MassTraffic.gen.2_of_4.cpp
[52/181] Compile Module.CitySample.gen.3_of_9.cpp
[53/181] Compile Module.CitySample.gen.2_of_9.cpp
[54/181] Compile Module.HoudiniEngineRuntime.gen.3_of_5.cpp
[55/181] Compile Module.CitySample.gen.9_of_9.cpp
[56/181] Compile Module.MassTraffic.3_of_3.cpp
[57/181] Compile Module.MassTraffic.1_of_3.cpp
[58/181] Compile Module.HoverDrone.gen.cpp
[59/181] Compile Module.MassTraffic.gen.1_of_4.cpp
[60/181] Compile Module.CitySample.gen.4_of_9.cpp
[61/181] Compile Module.CitySample.gen.7_of_9.cpp
[62/181] Compile Module.CitySample.gen.6_of_9.cpp
[63/181] Compile Module.CitySampleSensorGridShaders.cpp
[64/181] Compile Module.CitySample.gen.8_of_9.cpp
[65/181] Compile Module.CitySample.gen.5_of_9.cpp
[66/181] Compile CitySampleEditorValidator.gen.cpp
[67/181] Compile Module.HoverDrone.cpp
[68/181] Compile Module.WorldAudioDataSystem.gen.cpp
[69/181] Compile Module.CitySampleMassCrowd.gen.cpp
[70/181] Compile Module.PointCloudEditor.gen.cpp
[71/181] Compile Module.CitySampleMassCrowd.cpp
[72/181] Compile Module.CitySampleSensorGrid.gen.cpp
[73/181] Compile MetaHumanToolEditorBlueprintLibrary.gen.cpp
[74/181] Compile Module.SoundscapeEditor.cpp
[75/181] Compile Module.CitySampleModelingTools.cpp
[76/181] Compile Module.CrossfaderEditor.gen.cpp
[77/181] Compile Module.CrossfaderEditor.cpp
[78/181] Compile CitySampleLevelInstanceUtils.cpp
[79/181] Compile Module.CitySampleSensorGrid.cpp
[80/181] Compile CitySampleAnimGraphRuntime.init.gen.cpp
[81/181] Compile Module.CitySample.gen.1_of_9.cpp
[82/181] Compile Module.SoundscapeEditor.gen.cpp
[83/181] Compile Module.AnimToTextureEditor.gen.cpp
[84/181] Compile CitySampleEditor.init.gen.cpp
[85/181] Compile CitySampleMeshMerging.gen.cpp
[86/181] Compile CitySampleAnimGraphNode_CrowdSlopeWarping.cpp
[87/181] Compile CitySampleHLODBuilderMeshApproximate.gen.cpp
[88/181] Compile CitySampleMeshMerging.cpp
[89/181] Compile CitySampleAnimGraphNode_RequestInertialization.gen.cpp
[90/181] Compile Module.WorldAudioDataSystemEditor.gen.cpp
[91/181] Compile Module.MassTrafficEditor.cpp
[92/181] Compile Module.WorldAudioDataSystem.cpp
[93/181] Compile CitySampleUnrealEdEngine.cpp
[94/181] Compile CitySampleValidator_Load.cpp
[95/181] Compile CitySampleValidator_Blueprints.cpp
[96/181] Compile MetaHumanToolEditorBlueprintLibrary.cpp
[97/181] Compile Module.CitySampleModelingTools.gen.cpp
[98/181] Compile CitySampleEditorValidator.cpp
[99/181] Compile Module.MassTraffic.2_of_3.cpp
[100/181] Compile TextureDeDupeWidget.gen.cpp
[101/181] Compile CitySampleAnimGraphNode_CopyPoseRotations.gen.cpp
[102/181] Compile AssetHardReferencesCommandlet.cpp
[103/181] Compile TextureDeDupeWidget.cpp
[104/181] Compile Module.AirSim.cpp
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: 'ClassPaths': is not a member of 'FARFilter'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: see declaration of 'FARFilter'
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: '__this': is not a member of 'FARFilter'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: see declaration of 'FARFilter'
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: 'GetClassPathName': is not a member of 'UClass'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: see declaration of 'UClass'
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: '__this': is not a member of 'UClass'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: see declaration of 'UClass'
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: 'ClassPaths': is not a member of 'FARFilter'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: see declaration of 'FARFilter'
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: '__this': is not a member of 'FARFilter'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: see declaration of 'FARFilter'
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: 'GetClassPathName': is not a member of 'UClass'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: see declaration of 'UClass'
D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: '__this': is not a member of 'UClass'
D:\Windows\UnrealEngine\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: see declaration of 'UClass'
[105/181] Compile CitySampleUnrealEdEngine.gen.cpp
[106/181] Compile CitySampleHLODBuilderMeshApproximate.cpp
[107/181] Compile Module.MassTrafficEditor.gen.cpp
[108/181] Compile NaniteMeshLodGroupUpdateCommandlet.cpp
[109/181] Compile CitySampleAnimGraphNode_RequestInertialization.cpp
[110/181] Compile CitySampleContentValidationCommandlet.cpp
[111/181] Compile CitySampleValidator_Load.gen.cpp
[112/181] Compile CitySampleAnimGraphNode_CrowdSlopeWarping.gen.cpp
[113/181] Compile Module.WorldAudioDataSystemEditor.cpp
[114/181] Compile CitySampleContentValidationCommandlet.gen.cpp
[115/181] Compile AssetHardReferencesCommandlet.gen.cpp
[116/181] Link UnrealEditor-CitySampleSensorGridShaders.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGridShaders\UnrealEditor-CitySampleSensorGridShaders.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGridShaders\UnrealEditor-CitySampleSensorGridShaders.suppressed.exp
[117/181] Compile CitySampleEditor.cpp
[118/181] Compile Module.AnimToTextureEditor.cpp
[119/181] Link UnrealEditor-Crossfader.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\Crossfader\UnrealEditor-Crossfader.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\Crossfader\UnrealEditor-Crossfader.suppressed.exp
[120/181] Link UnrealEditor-CitySampleSensorGrid.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGrid\UnrealEditor-CitySampleSensorGrid.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGrid\UnrealEditor-CitySampleSensorGrid.exp
[121/181] Link UnrealEditor-WorldAudioDataSystemEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystemEditor\UnrealEditor-WorldAudioDataSystemEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystemEditor\UnrealEditor-WorldAudioDataSystemEditor.exp
[122/181] Link UnrealEditor-HoverDrone.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\HoverDrone\Intermediate\Build\Win64\UnrealEditor\Development\HoverDrone\UnrealEditor-HoverDrone.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\HoverDrone\Intermediate\Build\Win64\UnrealEditor\Development\HoverDrone\UnrealEditor-HoverDrone.suppressed.exp
[123/181] Link UnrealEditor-SoundscapeEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\SoundscapeEditor\UnrealEditor-SoundscapeEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\SoundscapeEditor\UnrealEditor-SoundscapeEditor.exp
[124/181] Link UnrealEditor-AnimToTextureEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTextureEditor\UnrealEditor-AnimToTextureEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTextureEditor\UnrealEditor-AnimToTextureEditor.exp
[125/181] Link UnrealEditor-CrossfaderEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\CrossfaderEditor\UnrealEditor-CrossfaderEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\CrossfaderEditor\UnrealEditor-CrossfaderEditor.exp
[126/181] Link UnrealEditor-CitySampleModelingTools.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleModelingTools\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleModelingTools\UnrealEditor-CitySampleModelingTools.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleModelingTools\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleModelingTools\UnrealEditor-CitySampleModelingTools.exp
[127/181] Link UnrealEditor-MassTrafficEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTrafficEditor\UnrealEditor-MassTrafficEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTrafficEditor\UnrealEditor-MassTrafficEditor.exp
[128/181] Link UnrealEditor-Soundscape.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\Soundscape\UnrealEditor-Soundscape.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\Soundscape\UnrealEditor-Soundscape.suppressed.exp
[129/181] Compile Module.AnimToTexture.gen.cpp
[130/181] Link UnrealEditor-AnimToTexture.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTexture\UnrealEditor-AnimToTexture.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTexture\UnrealEditor-AnimToTexture.suppressed.exp
[131/181] Compile NaniteMeshLodGroupUpdateCommandlet.gen.cpp
[132/181] Compile Module.PointCloudEditor.cpp
[133/181] Compile CitySampleAnimGraphNode_CopyPoseRotations.cpp
[134/181] Link UnrealEditor-CitySampleSensorGridShaders.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGridShaders\UnrealEditor-CitySampleSensorGridShaders.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGridShaders\UnrealEditor-CitySampleSensorGridShaders.exp
[135/181] Link UnrealEditor-AnimToTexture.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTexture\UnrealEditor-AnimToTexture.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTexture\UnrealEditor-AnimToTexture.exp
[136/181] Link UnrealEditor-Soundscape.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\Soundscape\UnrealEditor-Soundscape.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\Soundscape\UnrealEditor-Soundscape.exp
[137/181] Link UnrealEditor-Crossfader.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\Crossfader\UnrealEditor-Crossfader.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\Crossfader\UnrealEditor-Crossfader.exp
[138/181] Link UnrealEditor-PointCloudEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloudEditor\UnrealEditor-PointCloudEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloudEditor\UnrealEditor-PointCloudEditor.exp
[139/181] Link UnrealEditor-WorldAudioDataSystem.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystem\UnrealEditor-WorldAudioDataSystem.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystem\UnrealEditor-WorldAudioDataSystem.exp
[140/181] Link UnrealEditor-HoverDrone.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\HoverDrone\Intermediate\Build\Win64\UnrealEditor\Development\HoverDrone\UnrealEditor-HoverDrone.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\HoverDrone\Intermediate\Build\Win64\UnrealEditor\Development\HoverDrone\UnrealEditor-HoverDrone.exp
[141/181] Compile Module.AirSim.gen.cpp
[142/181] Link UnrealEditor-CitySampleMassCrowd.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleMassCrowd\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleMassCrowd\UnrealEditor-CitySampleMassCrowd.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleMassCrowd\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleMassCrowd\UnrealEditor-CitySampleMassCrowd.exp
[143/181] Link UnrealEditor-CrossfaderEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\CrossfaderEditor\UnrealEditor-CrossfaderEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Crossfader\Intermediate\Build\Win64\UnrealEditor\Development\CrossfaderEditor\UnrealEditor-CrossfaderEditor.suppressed.exp
[144/181] Link UnrealEditor-CitySampleModelingTools.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleModelingTools\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleModelingTools\UnrealEditor-CitySampleModelingTools.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleModelingTools\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleModelingTools\UnrealEditor-CitySampleModelingTools.suppressed.exp
[145/181] Link UnrealEditor-AnimToTextureEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTextureEditor\UnrealEditor-AnimToTextureEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\AnimToTexture\Intermediate\Build\Win64\UnrealEditor\Development\AnimToTextureEditor\UnrealEditor-AnimToTextureEditor.suppressed.exp
[146/181] Link UnrealEditor-SoundscapeEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\SoundscapeEditor\UnrealEditor-SoundscapeEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\SoundScape\Intermediate\Build\Win64\UnrealEditor\Development\SoundscapeEditor\UnrealEditor-SoundscapeEditor.suppressed.exp
[147/181] Link UnrealEditor-HoudiniEngine.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngine\UnrealEditor-HoudiniEngine.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngine\UnrealEditor-HoudiniEngine.exp
[148/181] Link UnrealEditor-MassTraffic.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTraffic\UnrealEditor-MassTraffic.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTraffic\UnrealEditor-MassTraffic.exp
[149/181] Compile Module.HoudiniEngineEditor.1_of_3.cpp
[150/181] Link UnrealEditor-CitySampleSensorGrid.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGrid\UnrealEditor-CitySampleSensorGrid.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleSensorGrid\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleSensorGrid\UnrealEditor-CitySampleSensorGrid.suppressed.exp
[151/181] Link UnrealEditor-CitySampleMassCrowd.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleMassCrowd\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleMassCrowd\UnrealEditor-CitySampleMassCrowd.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\CitySampleMassCrowd\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleMassCrowd\UnrealEditor-CitySampleMassCrowd.suppressed.exp
[152/181] Compile Module.HoudiniEngineEditor.gen.cpp
[153/181] Compile Module.HoudiniEngineEditor.3_of_3.cpp
[154/181] Compile CitySampleAnimGraphRuntime.cpp
[155/181] Link UnrealEditor-CitySampleAnimGraphRuntime.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleAnimGraphRuntime\UnrealEditor-CitySampleAnimGraphRuntime.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleAnimGraphRuntime\UnrealEditor-CitySampleAnimGraphRuntime.exp
[156/181] Compile Module.HoudiniEngineRuntime.gen.4_of_5.cpp
[157/181] Link UnrealEditor-HoudiniEngineRuntime.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineRuntime\UnrealEditor-HoudiniEngineRuntime.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineRuntime\UnrealEditor-HoudiniEngineRuntime.exp
[158/181] Link UnrealEditor-HoudiniEngineRuntime.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineRuntime\UnrealEditor-HoudiniEngineRuntime.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineRuntime\UnrealEditor-HoudiniEngineRuntime.suppressed.exp
[159/181] Link UnrealEditor-HoudiniEngine.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngine\UnrealEditor-HoudiniEngine.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngine\UnrealEditor-HoudiniEngine.suppressed.exp
[160/181] Compile Module.PointCloud.cpp
[161/181] Link UnrealEditor-PointCloud.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloud\UnrealEditor-PointCloud.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloud\UnrealEditor-PointCloud.exp
[162/181] Link UnrealEditor-WorldAudioDataSystem.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystem\UnrealEditor-WorldAudioDataSystem.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystem\UnrealEditor-WorldAudioDataSystem.suppressed.exp
[163/181] Link UnrealEditor-MassTrafficEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTrafficEditor\UnrealEditor-MassTrafficEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTrafficEditor\UnrealEditor-MassTrafficEditor.suppressed.exp
[164/181] Link UnrealEditor-PointCloud.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloud\UnrealEditor-PointCloud.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloud\UnrealEditor-PointCloud.suppressed.exp
[165/181] Link UnrealEditor-PointCloudEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloudEditor\UnrealEditor-PointCloudEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\RuleProcessor\Intermediate\Build\Win64\UnrealEditor\Development\PointCloudEditor\UnrealEditor-PointCloudEditor.suppressed.exp
[166/181] Link UnrealEditor-WorldAudioDataSystemEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystemEditor\UnrealEditor-WorldAudioDataSystemEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\WorldAudioDataSystem\Intermediate\Build\Win64\UnrealEditor\Development\WorldAudioDataSystemEditor\UnrealEditor-WorldAudioDataSystemEditor.suppressed.exp
[167/181] Link UnrealEditor-MassTraffic.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTraffic\UnrealEditor-MassTraffic.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\Traffic\Intermediate\Build\Win64\UnrealEditor\Development\MassTraffic\UnrealEditor-MassTraffic.suppressed.exp
[168/181] Compile Module.HoudiniEngineEditor.2_of_3.cpp
[169/181] Link UnrealEditor-HoudiniEngineEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineEditor\UnrealEditor-HoudiniEngineEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineEditor\UnrealEditor-HoudiniEngineEditor.exp
[170/181] Link UnrealEditor-HoudiniEngineEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineEditor\UnrealEditor-HoudiniEngineEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Plugins\ThirdParty\HoudiniEngine\Intermediate\Build\Win64\UnrealEditor\Development\HoudiniEngineEditor\UnrealEditor-HoudiniEngineEditor.suppressed.exp
[171/181] Compile CitySampleEditorBlueprintLibrary.gen.cpp
[172/181] Compile CitySampleEditorBlueprintLibrary.cpp
[173/181] Link UnrealEditor-CitySampleEditor.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleEditor\UnrealEditor-CitySampleEditor.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleEditor\UnrealEditor-CitySampleEditor.exp
[174/181] Compile Module.CitySample.cpp
[175/181] Link UnrealEditor-CitySample.lib
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySample\UnrealEditor-CitySample.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySample\UnrealEditor-CitySample.exp
[176/181] Link UnrealEditor-CitySampleAnimGraphRuntime.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleAnimGraphRuntime\UnrealEditor-CitySampleAnimGraphRuntime.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleAnimGraphRuntime\UnrealEditor-CitySampleAnimGraphRuntime.suppressed.exp
[177/181] Link UnrealEditor-CitySample.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySample\UnrealEditor-CitySample.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySample\UnrealEditor-CitySample.suppressed.exp
[178/181] Link UnrealEditor-CitySampleEditor.dll
   Creating library D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleEditor\UnrealEditor-CitySampleEditor.suppressed.lib and object D:\Windows\Games\Epic Games\Projects\CitySample4\Intermediate\Build\Win64\UnrealEditor\Development\CitySampleEditor\UnrealEditor-CitySampleEditor.suppressed.exp
LogInit: Warning: Still incompatible or missing module: AirSim
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module DesktopPlatform (56)
LogModuleManager: Shutting down and abandoning module PythonScriptPluginPreload (54)
LogModuleManager: Shutting down and abandoning module PlatformCryptoOpenSSL (52)
LogModuleManager: Shutting down and abandoning module PlatformCryptoTypes (50)
LogModuleManager: Shutting down and abandoning module PlatformCrypto (48)
LogModuleManager: Shutting down and abandoning module PerforceSourceControl (46)
LogModuleManager: Shutting down and abandoning module SourceControl (45)
LogModuleManager: Shutting down and abandoning module XGEController (42)
LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogXGEController: Cleaning working directory: C:/Users/Matt/AppData/Local/Temp/UnrealXGEWorkingDir/
LogModuleManager: Shutting down and abandoning module FastBuildController (40)
LogModuleManager: Shutting down and abandoning module AnimationModifiers (38)
LogModuleManager: Shutting down and abandoning module AudioEditor (36)
LogModuleManager: Shutting down and abandoning module PropertyEditor (35)
LogModuleManager: Shutting down and abandoning module Virtualization (32)
LogModuleManager: Shutting down and abandoning module MessageLog (31)
LogModuleManager: Shutting down and abandoning module TextureCompressor (28)
LogModuleManager: Shutting down and abandoning module RenderCore (26)
LogModuleManager: Shutting down and abandoning module Landscape (24)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (22)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (20)
LogModuleManager: Shutting down and abandoning module Renderer (18)
LogModuleManager: Shutting down and abandoning module Engine (16)
LogModuleManager: Shutting down and abandoning module CoreUObject (14)
LogModuleManager: Shutting down and abandoning module SandboxFile (12)
LogModuleManager: Shutting down and abandoning module PakFile (10)
LogModuleManager: Shutting down and abandoning module RSA (9)
LogModuleManager: Shutting down and abandoning module NetworkFile (6)
LogModuleManager: Shutting down and abandoning module StreamingFile (4)
LogModuleManager: Shutting down and abandoning module StorageServerClient (2)
LogExit: Exiting.
Log file closed, 02/09/23 23:14:56

Settings

N/A

How can the issue be reproduced?

  1. Create a new sample city project
  2. Copy airsim plugin
  3. Open the project, click yes

Include full error message in text form

See above dropdown

No Lumen support for GetImages?

Question

What's your question?

Hello,
When activating lumen global illumination in my editor, the environment looks largely different to the output that I receive from AirSim's ImageCapturing methods. There the images just do not contain Lumen lighting as if it was turned off.

When starting the blocks environment Lumen is disabled. Could it be that Lumen is not supported by AirSim/ Colosseum in UE5+ or am I missing something?

Include context on what you are trying to achieve

I would like to receive images from the Images API that share the same quality as the In-Editor or In-Game frames.

Context details

Windows 10,
Colosseum v2.1.0,
Python 3.12,
UE5

Include details of what you already did to find answers

I tried out a lot until I was able to reduce the cause of the lack of quality down to the missing of lumen.

dqn_drone.py returns error: Observation Space must be an image or dictionary observation space

Bug report

  • AirSim Version/#commit: 052228a
  • UE/Unity version: 5.1.1
  • autopilot version:
  • OS Version: Windows11 Version 22H2, OS Build 22621.1702

What's the issue you encountered?

I have built AirSim, I run the environments Blocks (or any other environment such as MountainLandscape), and upon running, then I navigate in terminal and run in a python pipenv (Python 3.9.12) PythonClient/reinforcement_learning/dqn_drone.py. The DQN starts off and very shortly thereafter returns an error

<stable_baselines3.common.vec_env.dummy_vec_env.DummyVecEnv object at 0x000001EAC077CFD0>
Traceback (most recent call last):
  File "C:\Users\shash\Documents\Thesis\Colosseum\PythonClient\reinforcement_learning\dqn_drone.py", line 28, in <module>
    env = VecTransposeImage(env)
  File "C:\Users\shash\.virtualenvs\PythonClient-mo3ke7LZ\lib\site-packages\stable_baselines3\common\vec_env\vec_transpose.py", line 22, in __init__
    assert is_image_space(venv.observation_space) or isinstance(
AssertionError: The observation space must be an image or dictionary observation space

This is purely based on default files without edits. Unsure how to go about fixing this?

Blocks environment crashing just after Play button is hit: sun_prop in NULL pointer.

Bug report

  • AirSim Version/#commit: 112eb74
  • UE/Unity version: 5.2
  • autopilot version:
  • OS Version: Windows 11

What's the issue you encountered?

After clean build, Blocks environment crashing at the line of Colosseum\Unreal\Environments\Blocks\Plugins\AirSim\Source\SimMode\SimModeBase.cpp line 235;

#if ENGINE_MINOR_VERSION > 24
        FObjectProperty* sun_prop = CastFieldChecked<FObjectProperty>(p);
#else
        FObjectProperty* sun_prop = Cast<FObjectProperty>(p);
#endif

        UObject* sun_obj = sun_prop->GetObjectPropertyValue_InContainer(sky_sphere_);

Settings

How can the issue be reproduced?

Clean build of Airsim and Blocks are enough on Windows 11 with Unreal Engine 5.2. Playing the simulation instantly crashes

Include full error message in text form

Exception thrown: read access violation.
sun_prop was nullptr.

What's better than filing an issue? Filing a pull request :).: I would like to create pull request but I am not well versed in Unreal Engine inner workings. My engineer instinct says code block should be modified as below though;

#if ENGINE_MINOR_VERSION > 24
        FObjectProperty* sun_prop = CastFieldChecked<FObjectProperty>(p);
#else
        FObjectProperty* sun_prop = Cast<FObjectProperty>(p);
#endif

        UObject* sun_obj = sun_prop->GetObjectPropertyValue_InContainer(sky_sphere_);

to simply

        FObjectProperty* sun_prop = CastFieldChecked<FObjectProperty>(p);

        UObject* sun_obj = sun_prop->GetObjectPropertyValue_InContainer(sky_sphere_);

Build failing on macOS Ventura, Xcode Version: 14.3.1

Bug report

  • AirSim Version/#commit: master
  • UE/Unity version: 5.2.1
  • autopilot version:
  • OS Version: Macos 13.4.1
  • Xcode Version: 14.3.1

What's the issue you encountered?

After building Colosseum from source, when trying to build the Blocks.xcworkspace with XCode (which is generated from ./GenerateProjectFiles.sh) I get the error:

/Users/Shared/Epic Games/UE_5.2/clang:1:1 linker command failed with exit code 1 (use -v to see invocation)

Settings

How can the issue be reproduced?

After cloning the repo, build Colosseum:

./setup.sh && ./build.sh

cd to Unreal/Environments/Blocks
Run ./GenerateProjectFiles.sh <UE_PATH>
Open the XCode workspace and build

Include full error message in text form

/Users/Shared/Epic Games/UE_5.2/clang:1:1 linker command failed with exit code 1 (use -v to see invocation)

Bug in building Colosseum ue5 becuse of permission denied in readlink_stat

Bug report

  • AirSim Version/#commit: Colosseum ue5
  • UE/Unity version: 5.0
  • autopilot version:
  • OS Version: Ubuntu 20.04

What's the issue you encountered?

Building process fails because of permission denied in readlink_stat

Settings

How can the issue be reproduced?

  1. git clone -b ue5 https://github.com/CodexLabsLLC/Colosseum.git
  2. ./setup.sh
  3. ./build.sh

Include full error message in text form

  • mkdir -p Unreal/Environments/Blocks/Plugins
  • rsync -a --delete Unreal/Plugins/AirSim Unreal/Environments/Blocks/Plugins
    rsync: readlink_stat("/home/atlas155/Robot_Firmware/Colosseum/Unreal/Plugins/AirSim/Content/VehicleAdv/SUV/AutomotiveMaterials/Textures") failed: Permission denied (13)
    rsync: readlink_stat("/home/atlas155/Robot_Firmware/Colosseum/Unreal/Plugins/AirSim/Content/VehicleAdv/SUV/AutomotiveMaterials/Materials") failed: Permission denied (13)
    IO error encountered -- skipping file deletion
    rsync error: some files/attrs were not transferred (see previous errors) (code 23) at main.c(1207) [sender=3.1.3]

What's better than filing an issue? Filing a pull request :).

The "t_camera_car" is not consistent

Question

Is the "Pos" and "Q" (Pose) in the generated file "airsim_rec.txt" the ground truth values for the vehicle or the camera? Regardless of whose ground truth it is, I expect the result of calculating "t_camera_car" to be a constant value. However, the calculation result is not consistent.

Include context on what you are trying to achieve

I added the following code in the function "getRecordFileLine" in "PawnSimApi.cpp":
///////////////
auto Cam_Pose = getCamera("0")->getCameraInfo().pose;
ss << Cam_Pose.position.x() << "\t" << Cam_Pose.position.y() << "\t" << Cam_Pose.position.z();
/////////////////
This code is used to record the pose of the "center_front" camera. Later, I read the poses of the car and the camera to calculate "t_camera_car". I plotted the t_camera_car using Python, and the result was a circular trajectory.

Context details

Include details of what you already did to find answers

3d
xy2

Segmentation images don't show any static mesh with Nanite enabled

Bug report

  • AirSim Version/#commit: #main
  • UE/Unity version: UE 5.1.1
  • autopilot version: n/a
  • OS Version: Windows 10

What's the issue you encountered?

If Nanite is enabled on a static mesh, it will no longer appear in Segmentation View or in any Segmentation Image Requests

Settings

How can the issue be reproduced?

  1. Enable Nanite on a Static Mesh in your scene
  2. Hit play, and then turn on Segmentation View (2)

Include full error message in text form

What's better than filing an issue? Filing a pull request :).

UNITY: Multi-drone simGetImages() returning images of only one drone

Bug report

  • AirSim Version/#commit: 1.8.1 (latest)
  • UE/Unity version: Unity 2021.3.6f1
  • autopilot version:
  • OS Version: Windows 10

What's the issue you encountered?

simGetImages() in python api call with a multi drone setting returns captured images from only one drone

Settings

How can the issue be reproduced?

The issue is in Vehicle.cs file, I have created a PR with the fix, if you encounter this problem don't waste days to fix it as I did and take a look at the PR

  1. In Unity multy drone scene add different shapes in front of cameras
  2. run scene and run multi_agent_drone.py example
  3. You will notice that the images come from the same drone

CoreCLR Patch error

Question

While running the build.cmd command from VS2022 developer command prompt, there is a pop up to choose URE version. choosing 5.2 URE version leads to the coreCLR patch error.

image

image

UE5 build / install video

What feature are you suggesting?

Overview:

An update on the installation of the ue5 branch or a video showing the process.

Smaller Details:

With vs studio and with vscode.
windows and Linux.

Nature of Request:

  • Addition

Why would this feature be useful?

Help people get started with this and not just give up.

settings.json extend search to search in project.uproject folder

What feature are you suggesting?

Overview:

Make Unreal Engine Search for the settings in a folder where the Uproject is when playing in the editor. I am making a project with multiple people with AirSim, so sharing the AirSim json is a bit of an annoyes when someone wants to change something, is there a way to make it so Unreal Engine searches for the settings in the content folder or a folder where the project.Uproject is located.

Nature of Request:

  • Addition: Extend settings.json search funtion to search in project.Uproject folder.

Why would this feature be useful?

It is mostly for when there are multiple people working on a single project using source control. This makes it hard to share the settings.json document because this is remotely placed in everyone's documents folder;

Guaranteed supported build for Ubuntu 20.04

Hello!

What is the currently guaranteed supported build for Ubuntu? Which version of Unreal Engine and Airsim(Colosseum)?

First of all, I tried to build the latest version of Airsim c Unreal Engine 5.2. The engine showed an error and offered to rebuild in Visual Studio.

It also failed to build with version 5.0.3, because https://forums.unrealengine.com/t/upcoming-disruption-of-service-impacting-unreal-engine-users-on-github/1155880/31 and how to build version 5.0.3 now is not clear. Somethink like this.

image

Fail to build by UE 5.0 on windows 10.

Hi~
I try to build Colosseum by UE 5. but it failed. Have Colosseum fixed for UE5?

Thanks for answering.

version:
UE 5.0.3 + VS2022 + .net framework 4.7.2

getSegmentationObjectID lowercase conversion

int UAirBlueprintLib::GetMeshStencilID(const std::string& mesh_name)
{
// Takes a UStaticMeshComponent, USkinnedMeshComponent or ALandscapeProxy and returns their custom stencil ID if
// their meshes's name or their owner's name (depending on the naming method in mesh_naming_method_) equals mesh_name
auto getCustomStencilForMesh = [&mesh_name](auto mesh) -> int {
const std::string component_mesh_name = common_utils::Utils::toLower(GetMeshName(mesh));
if (component_mesh_name.compare(mesh_name) == 0) {
return mesh->CustomDepthStencilValue;
}
return -1;
};

template <typename T>
static void SetObjectStencilIDIfMatch(T* mesh, int object_id,
const std::string& mesh_name, bool is_name_regex, const std::regex& name_regex, int& changes)
{
std::string comp_mesh_name = GetMeshName(mesh);
if (comp_mesh_name == "")
return;
bool is_match = (!is_name_regex && (comp_mesh_name == mesh_name)) || (is_name_regex && std::regex_match(comp_mesh_name, name_regex));
if (is_match) {
++changes;
SetObjectStencilID(mesh, object_id);
}
}

As you can see, for some reason, the GetMeshStencilID method compares the mesh name that is provided as an argument and the lower case name of the component mesh name, while the SetObjectStencilIDIfMatch (used by the SetMeshStencilID) compares the strings directly.

When I use the Python client to get the segmentation ID of an actor (e.g. TestActor), if I run the following,

>>> client.simGetSegmentationObjectID("TestActor")
-1

It behaves as if the Actor does not exist. Now if I do:

>>> client.simGetSegmentationObjectID("testactor")
32

If I write the mesh name in lower case it returns the correct ID.

Running PX4-Autopilot crashes the Unreal Engine 5.1.1 without any crash report (from UE)

Bug report

  • AirSim Version/#commit: Colosseum
  • UE/Unity version: UE 5.1.1
  • autopilot version: v1.12.1
  • OS Version: Windows 11/ wsl2 version: Ubuntu-18.04 LTS

What's the issue you encountered?

I am trying to make PX4 communication for AirSim, but every time I ran the "make px4_sitl_default none_irisG" command in wsl2, its shows the simulator is able to make the connection but after within 30-50 secs the UE project crashes without giving any crash reports and I get 'ERROR [simulator] poll timeout 0, 0' in the terminal in which I am running PX4. I have tried building AirSim and running PX4 both inside the Linux and Windows file systems but the same issue persists.

image

Settings

The default settings.json file
{
"SettingsVersion": 1.2,
"SimMode": "Multirotor",
"ClockType": "SteppableClock",
"Vehicles": {
"PX4": {
"VehicleType": "PX4Multirotor",
"UseSerial": false,
"LockStep": true,
"UseTcp": true,
"TcpPort": 4560,
"ControlIp": "remote",
"ControlPortLocal": 14540,
"ControlPortRemote": 14580,
"LocalHostIp": "172.28.0.1",
"Sensors":{
"Barometer":{
"SensorType": 1,
"Enabled": true,
"PressureFactorSigma": 0.0001825
}
},
"Parameters": {
"NAV_RCL_ACT": 0,
"NAV_DLL_ACT": 0,
"COM_OBL_ACT": 1,
"LPE_LAT": 47.641468,
"LPE_LON": -122.140165
}
}
}
}

How can the issue be reproduced?

  1. Press Play in the UE environment with the default settings
  2. In wsl2, in the PX4-Autopilot directory run: 'make px4_sitl_default none_irisG'

Include full error message in text form

...
INFO [ecl/EKF] reset position to GPS
INFO [ecl/EKF] reset velocity to GPS
INFO [ecl/EKF] starting GPS fusion
INFO [tone_alarm] home set
INFO [tone_alarm] notify negative
ERROR [simulator] poll timeout 0, 0
ERROR [simulator] poll timeout 0, 0
ERROR [simulator] poll timeout 0, 0

What's better than filing an issue? Filing a pull request :).

Problems about build-in and downloaded file

Hello, I have a new project with Airsim, but Microsoft decided to shutdown in July of 2022, I found out that there's a team still build it,Appreciate.
About the file WWhich github porject should I installed Microsoft version ?, or Colosseum version(this p)
About the build-in: the docs seems old version, I fail to apply on my project, such as
image
the path is not exits when git cloning it?

Unreal engine 5

I tried to build your branch for ue 5, but I wasn't able to, I had several errors. In case the porting is not finished, I would love to help in the porting. Thanks!

ImageRequest with pixels_as_float = True very slow

Bug report

  • AirSim Version/#commit: Latest with small tweaks
  • UE/Unity version: UE 5.2
  • OS Version: win 11

What's the issue you encountered?

As mentioned in the title turning on pixels_as_floats for an image request is very slow through the API, for the project I am working on I need depth images with a resolution of 1920x1080, before this I used the recording feature which was quick enough but I needed more control and moved to the python API. For the segmentation and scene images it is still fast enough but when I request a depth image, where I need to enable pixels as float to get acurate results, it is very slow, slow as I have never seen it complete a request with 1920x1080. It is fine for 255x144 and 1280x720 while also very slow also generated something at least but I would really like 1920x1080 images.

I think the problem lies with the connection between UE and python and it just not being fast enough to send this amount of data?

Settings

Mostly default just camera settings set to 1920x1080

What's better than filing an issue? Filing a pull request :).

Slack link

Hi! I'd like to get involved on the Colosseum Slack but it appears the Slack invite link on the Readme is expired.

UE5 texture missing during build

Bug report

  • AirSim Version/#commit: 721e35f
  • UE/Unity version: UE5.0.3
  • autopilot version: N/A
  • OS Version: windows 10

What's the issue you encountered?

cloned the branch ue5, ran the build, tried to compile using vs2022, got error:

Severity Code Description Project File Line Suppression State
Error C1083 Cannot open include file: '/Engine/Private/SceneTexturesCommon.ush': No such file or directory - Plugins\AirSim\Source\AssetCode\OpticalFlowRGBMaterialHlSLCode.cpp 11

Unable to run AirSim binaries on Ubuntu 20.04

Bug report

  • AirSim Version/#commit: N/A
  • UE/Unity version: N/A
  • autopilot version: N/A
  • OS Version: Ubuntu 20.04

What's the issue you encountered?

I followed the instructions at https://ardupilot.org/dev/docs/sitl-with-airsim.html#sitl-with-airsim-copter-sitl to setup AirSim. Initially I'm just trying to use the binaries found here https://github.com/microsoft/AirSim/releases. I'm using the AirSimNH v1.8.1 Linux binary. I downloaded and unzipped the folder and ran AirSimNH.sh and then I get a segmentation fault crash and I see a bunch of red error messages on the command line terminal. For the record I can compile and run AirSim/Colosseum on windows 10/11, and run the binaries as well, so I'm not sure why this isn't working. I also receive the same error with other pre compiled binaries. How do I resolve this? I even tried with Ubuntu 22.04 and got the same exact error, so I downgraded to try again.

Settings

{
  "SeeDocsAt": "https://github.com/Microsoft/AirSim/blob/main/docs/settings.md",
  "SettingsVersion": 1.2,
  "LogMessagesVisible": true,
  "SimMode": "Multirotor",
  "OriginGeopoint": {
    "Latitude": -35.363261,
    "Longitude": 149.165230,
    "Altitude": 583
  },
  "Vehicles": {
    "Copter": {
      "VehicleType": "ArduCopter",
      "UseSerial": false,
      "LocalHostIp": "127.0.0.1",
      "UdpIp": "127.0.0.1",
      "UdpPort": 9003,
      "ControlPort": 9002
    }
  }
}

How can the issue be reproduced?

  1. Download AirSimNH v1.81 Linux airsim binary from https://github.com/microsoft/AirSim/releases
  2. Unzip the folder
  3. cd AirSimNH/LinuxNoEditor
  4. ./AirSimNH.sh

Include full error message in text form

[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: === Handled ensure: ===
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: 
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: Ensure condition failed: (ImageCreateInfo.usage & VK_IMAGE_USAGE_SAMPLED_BIT) == 0 [File:/datadrive/ue_427/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 427]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: 
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: Stack: 
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000068af47b AirSimNH!FVulkanSurface::GenerateImageCreateInfo(FVulkanSurface::FImageCreateInfo&, FVulkanDevice&, VkImageViewType, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, ETextureCreateFlags, VkFormat*, VkFormat*, bool) [/datadrive/ue_427/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:427]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000068b6ca5 AirSimNH!FindOrCalculateTexturePlatformSize(FVulkanDevice*, VkImageViewType, unsigned int, unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, ETextureCreateFlags) [/datadrive/ue_427/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:2605]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000068b6adb AirSimNH!FVulkanDynamicRHI::RHICalcTexture2DPlatformSize(unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, ETextureCreateFlags, FRHIResourceCreateInfo const&, unsigned int&) [/datadrive/ue_427/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:2626]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x0000000007e22a9b AirSimNH!FTexture2DResource::CalcRequestedMipsSize() [/datadrive/ue_427/Engine/Source/Runtime/Engine/Private/Rendering/Texture2DResource.cpp:164]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x0000000007e1d07e AirSimNH!FStreamableTextureResource::InitRHI() [/datadrive/ue_427/Engine/Source/Runtime/Engine/Private/Rendering/StreamableTextureResource.cpp:158]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x0000000006ab2253 AirSimNH!FRenderResource::InitResource() [/datadrive/ue_427/Engine/Source/Runtime/RenderCore/Private/RenderResource.cpp:112]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000080ae243 AirSimNH!UTexture::UpdateResource() [/datadrive/ue_427/Engine/Source/Runtime/Engine/Private/Texture.cpp:212]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000080b07bb AirSimNH!UTexture2D::UpdateResource() [/datadrive/ue_427/Engine/Source/Runtime/Engine/Private/Texture2D.cpp:440]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x000000000481a2b9 AirSimNH!UObject::ConditionalPostLoad() [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp:1092]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000046b343d AirSimNH!FAsyncPackage::PostLoadObjects() [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:6424]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000046a3847 AirSimNH!FAsyncPackage::TickAsyncPackage(bool, bool, float&, FFlushTree*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:5590]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000046a1c6d AirSimNH!FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushTree*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:4098]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000046a9be6 AirSimNH!FAsyncLoadingThread::TickAsyncThread(bool, bool, float, bool&, FFlushTree*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:4856]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000046a9175 AirSimNH!FAsyncLoadingThread::TickAsyncLoading(bool, bool, float, FFlushTree*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:4556]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000046b8341 AirSimNH!FAsyncLoadingThread::FlushLoading(int) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp:7022]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x000000000470591a AirSimNH!FlushAsyncLoading(int) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncPackageLoader.cpp:643]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000048d70da AirSimNH!LoadPackageInternal(UPackage*, char16_t const*, unsigned int, FLinkerLoad*, FArchive*, FLinkerInstancingContext const*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1144]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000048d503d AirSimNH!LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FLinkerInstancingContext const*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:1469]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000048d2f91 AirSimNH!ResolveName(UObject*&, FString&, bool, bool, unsigned int, FLinkerInstancingContext const*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:791]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000048d5436 AirSimNH!StaticLoadObjectInternal(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:852]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000048bbdeb AirSimNH!StaticLoadObject(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FLinkerInstancingContext const*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:928]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000048d5e1c AirSimNH!StaticLoadClass(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:961]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000033ce9d8 AirSimNH!ConstructorHelpersInternal::FindOrLoadClass(FString&, UClass*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:87]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x0000000003325c25 AirSimNH!ConstructorHelpers::FClassFinder<AActor>::FClassFinder(char16_t const*) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h:188]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x000000000332526c AirSimNH!ASimModeBase::ASimModeBase() [/datadrive/UnrealEnvironments/AirSimEnvNH/Plugins/AirSim/Source/SimMode/SimModeBase.cpp:57]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000047251a2 AirSimNH!UClass::CreateDefaultObject() [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp:3791]
[2024.03.22-22.18.19:511][  0]LogOutputDevice: Error: [Callstack] 0x00000000048c583d AirSimNH!ProcessNewlyLoadedUObjects(FName, bool) [/datadrive/ue_427/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp:1002]
[2024.03.22-22.18.19:512][  0]LogOutputDevice: Error: [Callstack] 0x00000000032e1b73 AirSimNH!FEngineLoop::PreInitPostStartupScreen(char16_t const*) [/datadrive/ue_427/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:3078]
[2024.03.22-22.18.19:512][  0]LogOutputDevice: Error: [Callstack] 0x00000000032d76ca AirSimNH!GuardedMain(char16_t const*) [/datadrive/ue_427/Engine/Source/Runtime/Launch/Private/Launch.cpp:132]
[2024.03.22-22.18.19:512][  0]LogOutputDevice: Error: [Callstack] 0x0000000008aebfd9 AirSimNH!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/datadrive/ue_427/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
[2024.03.22-22.18.19:512][  0]LogOutputDevice: Error: [Callstack] 0x00007f598fa61083 libc.so.6!__libc_start_main(+0xf2)
[2024.03.22-22.18.19:512][  0]LogOutputDevice: Error: [Callstack] 0x00000000032c84a9 AirSimNH!_start()
[2024.03.22-22.18.19:512][  0]LogOutputDevice: Error: 

and then at the bottom

Malloc Size=65538 LargeMemoryPoolOffset=65554 
CommonUnixCrashHandler: Signal=11
[2024.03.22-22.18.38:184][  0]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2024.03.22-22.18.38:184][  0]LogCore: Assertion failed: bSuccess [File:/datadrive/ue_427/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp] [Line: 474] 



0x00000000041c71ce AirSimNH!FGenericPlatformMisc::RaiseException(unsigned int) [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:472]
0x000000000438ed4b AirSimNH!FOutputDevice::LogfImpl(char16_t const*, ...) [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
0x00000000043371f4 AirSimNH!AssertFailedImplV(char const*, char const*, int, char16_t const*, __va_list_tag*) [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:104]
0x000000000433709b AirSimNH!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:458]
0x0000000006820d77 AirSimNH!FVulkanCommandBufferManager::WaitForCmdBuffer(FVulkanCmdBuffer*, float) [/datadrive/ue_427/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:474]
0x000000000687c6d8 AirSimNH!FVulkanDynamicRHI::RHIGetRenderQueryResult(FRHIRenderQuery*, unsigned long long&, bool, unsigned int) [/datadrive/ue_427/Engine/Source/Runtime/VulkanRHI/Private/VulkanQuery.cpp:524]
0x0000000006a44a3f AirSimNH!MeasureLongGPUTaskExecutionTime(FRHICommandListImmediate&) [/datadrive/ue_427/Engine/Source/Runtime/RenderCore/Private/LongGPUTask.cpp:89]
0x00000000032f2c0d AirSimNH!TEnqueueUniqueRenderCommandType<FEngineLoop::Tick()::MeasureLongGPUTaskExecutionTimeCmdName, FEngineLoop::Tick()::$_69>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/datadrive/ue_427/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:183]
0x00000000032f2f02 AirSimNH!TGraphTask<TEnqueueUniqueRenderCommandType<FEngineLoop::Tick()::MeasureLongGPUTaskExecutionTimeCmdName, FEngineLoop::Tick()::$_69> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [/datadrive/ue_427/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:886]
0x000000000418dc7b AirSimNH!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:710]
0x000000000418c7ce AirSimNH!FNamedTaskThread::ProcessTasksUntilQuit(int) [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:601]
0x0000000006a7527f AirSimNH!RenderingThreadMain(FEvent*) [/datadrive/ue_427/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:372]
0x0000000006a83372 AirSimNH!FRenderingThread::Run() [/datadrive/ue_427/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:526]
0x0000000004246b17 AirSimNH!FRunnableThreadPThread::Run() [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
0x000000000420ab8c AirSimNH!FRunnableThreadPThread::_ThreadProc(void*) [/datadrive/ue_427/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007f5990501609 libpthread.so.0!UnknownFunction(0x8608)
0x00007f598fb5c353 libc.so.6!clone(+0x42)

[2024.03.22-22.18.38:196][  0]LogExit: Executing StaticShutdownAfterError
Malloc Size=131160 LargeMemoryPoolOffset=196744 
Malloc Size=131160 LargeMemoryPoolOffset=327928 
Malloc Size=93299 LargeMemoryPoolOffset=421251 
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault (core dumped)

What's better than filing an issue? Filing a pull request :).

Could not find any instance of visual studio error while trying to run build.cmd

Hello,

I was following the Airsim tutorial and made it as far as running "build.cmd". I get an error "Could not find any instance of visual studio".

Currently, I'm working on a Windows 11 machine with Unreal Engine 5, Visual Studio 2022, and Cmake version 3.27.6.

I've already tried running the developer command prompt as administrator with no luck. I also tried the Airsim repo and a recommended fork of that repo that I found on the Airsim "issues" page, but no luck there.

Anyone know what the fix is?

Exception thrown at 0x00007FF9547E4B2C in UnrealEditor

Question

Hi, when I press play to start AirSim I get an exception

Exception thrown at 0x00007FF9547E4B2C in UnrealEditor-Win64-DebugGame.exe: Microsoft C++ exception: std::system_error at memory location 0x000000D8050BEFE0.
[2023.07.18-02.10.17:943][553]LogTemp: Error: Exception occurred while updating world: device or resource busy: device or resource busy

settings.json

{
"SeeDocsAt": "https://github.com/Microsoft/AirSim/blob/main/docs/settings.md",
"SettingsVersion": 1.2,
"LogMessagesVisible": true,
"SimMode": "Multirotor",
"OriginGeopoint": {
"Latitude": -35.363261,
"Longitude": 149.165230,
"Altitude": 583
},
"Vehicles": {
"Copter": {
"VehicleType": "ArduCopter",
"Lockstep": true,
"UseSerial": false,
"LocalHostIp": "127.0.0.1",
"UdpIp": "172.27.255.255",
"UdpPort": 5760,
"ControlPort": 5760
}
}
}

System and tool information:
Windows 11
Unreal Engine 5.1.1
Visual Studio 2022
Ubuntu-20.04
Colosseum cloned in April 2023

Livox support

What feature are you suggesting?

Support for Livox sensors

Overview:

Do you have any plans to support Livox sensors?

I would be particularly interested in the new mid-360.

Smaller Details:

Some work has already been done by the manufacturer itself but it is integrated in Gazebo only. Other groups have ported this work for the Carla simulator which runs on unreal engine just like airsim.

Nature of Request:

  • Addition

Why would this feature be useful?

I believe this addition could prove useful since Livox sensors have been used more and more in UAVs

Unable to compile custom envrioment on linux

trying to compile custom enviroment, UE 4.27

getting multiple errors like that:

ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.h:68:5: error: unknown type name 'CollisionResponse'
ActionThread.ActionDebugOutput:     CollisionResponse collision_response;
ActionThread.ActionDebugOutput:     ^
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.h:88:5: error: unknown type name 'RotorStates'; did you mean 'msr::airlib::RotorStates'?
ActionThread.ActionDebugOutput:     RotorStates rotor_states_;
ActionThread.ActionDebugOutput:     ^~~~~~~~~~~
ActionThread.ActionDebugOutput:     msr::airlib::RotorStates
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/AirLib/include/vehicles/multirotor/api/MultirotorCommon.hpp:48:12: note: 'msr::airlib::RotorStates' declared here
ActionThread.ActionDebugOutput:     struct RotorStates
ActionThread.ActionDebugOutput:            ^
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:16:17: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     PawnSimApi::initialize();
ActionThread.ActionDebugOutput:                 ^~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:19:97: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     std::shared_ptr<UnrealSensorFactory> sensor_factory = std::make_shared<UnrealSensorFactory>(getPawn(), &getNedTransform());
ActionThread.ActionDebugOutput:                                                                                                 ^~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:19:109: error: cannot initialize object parameter of type 'const PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     std::shared_ptr<UnrealSensorFactory> sensor_factory = std::make_shared<UnrealSensorFactory>(getPawn(), &getNedTransform());
ActionThread.ActionDebugOutput:                                                                                                             ^~~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:20:61: error: cannot initialize object parameter of type 'const msr::airlib::VehicleSimApiBase' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     vehicle_params_ = MultiRotorParamsFactory::createConfig(getVehicleSetting(), sensor_factory);
ActionThread.ActionDebugOutput:                                                             ^~~~~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:23:129: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     multirotor_physics_body_ = std::unique_ptr<MultiRotor>(new MultiRotorPhysicsBody(vehicle_params_.get(), vehicle_api_.get(), getKinematics(), getEnvironment()));
ActionThread.ActionDebugOutput:                                                                                                                                 ^~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:23:146: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     multirotor_physics_body_ = std::unique_ptr<MultiRotor>(new MultiRotorPhysicsBody(vehicle_params_.get(), vehicle_api_.get(), getKinematics(), getEnvironment()));
ActionThread.ActionDebugOutput:                                                                                                                                                  ^~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:27:43: error: cannot initialize object parameter of type 'const PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     vehicle_api_->setSimulatedGroundTruth(getGroundTruthKinematics(), getGroundTruthEnvironment());
ActionThread.ActionDebugOutput:                                           ^~~~~~~~~~~~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:27:71: error: cannot initialize object parameter of type 'const PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     vehicle_api_->setSimulatedGroundTruth(getGroundTruthKinematics(), getGroundTruthEnvironment());
ActionThread.ActionDebugOutput:                                                                       ^~~~~~~~~~~~~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:37:17: error: cannot initialize object parameter of type 'const PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     Pose pose = getPose();
ActionThread.ActionDebugOutput:                 ^~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:62:43: error: cannot initialize object parameter of type 'const PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     const CollisionInfo& collision_info = getCollisionInfo();
ActionThread.ActionDebugOutput:                                           ^~~~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:83:9: error: cannot initialize object parameter of type 'const PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     if (getRemoteControlID() >= 0)
ActionThread.ActionDebugOutput:         ^~~~~~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:84:33: error: cannot initialize object parameter of type 'const PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:         vehicle_api_->setRCData(getRCData());
ActionThread.ActionDebugOutput:                                 ^~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:85:31: error: no matching member function for call to 'clock'
ActionThread.ActionDebugOutput:     rotor_states_.timestamp = clock()->nowNanos();
ActionThread.ActionDebugOutput:                               ^~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/AirLib/include/common/UpdatableObject.hpp:70:28: note: candidate function not viable: no known conversion from 'MultirotorPawnSimApi' to 'msr::airlib::UpdatableObject' for object argument
ActionThread.ActionDebugOutput:         virtual ClockBase* clock()
ActionThread.ActionDebugOutput:                            ^
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/AirLib/include/common/UpdatableObject.hpp:74:34: note: candidate function not viable: no known conversion from 'MultirotorPawnSimApi' to 'const msr::airlib::UpdatableObject' for object argument
ActionThread.ActionDebugOutput:         virtual const ClockBase* clock() const
ActionThread.ActionDebugOutput:                                  ^
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:106:25: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:             PawnSimApi::setPose(last_phys_pose_, pending_pose_collisions_);
ActionThread.ActionDebugOutput:                         ^~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:110:25: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:             PawnSimApi::setPose(last_phys_pose_, false);
ActionThread.ActionDebugOutput:                         ^~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:155:17: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     PawnSimApi::resetImplementation();
ActionThread.ActionDebugOutput:                 ^~~~~~~~~~~~~~~~~~~
ActionThread.ActionDebugOutput: /home/ue4/AirSim/Unreal/Environments/LandscapeMountains/Plugins/AirSim/Source/Vehicles/Multirotor/MultirotorPawnSimApi.cpp:166:17: error: cannot initialize object parameter of type 'PawnSimApi' with an expression of type 'MultirotorPawnSimApi'
ActionThread.ActionDebugOutput:     PawnSimApi::update();
ActionThread.ActionDebugOutput:                 ^~~~~~
ActionThread.ActionDebugOutput: fatal error: too many errors emitted, stopping now [-ferror-limit=]
ActionThread.ActionDebugOutput: 20 errors generated.
ActionThread.ActionDebugOutput: 2 warnings generated.
ActionThread.ThreadFunc: [11/42] Compile CarPawn.cpp

Blocks enviroment sucessfully compiles with the same Plugin

Individual control of multiple drones and local body frame movement with ROS2 wrapper

Bug report

What's the issue you encountered?

The ROS2 wrapper does not seem to allow sending indivdual position goals to multiple drones. I am not sure if the vehicle_name field in the SetLocalPositon.srv is being read.
Also, there does not seem to be a way to command drones to move in directions relative to its local body frame.
I may have missed these features, please let me know if that is the case.

Settings

  "Drone_1": {
  "VehicleType": "SimpleFlight",
  "X": 8.0, "Y": 0.0, "Z": 0,
  "Pitch": 0, "Roll": 0, "Yaw": 0
},
"Drone_2": {
  "VehicleType": "SimpleFlight",
  "X": 10.0, "Y": 0.0, "Z": 0,
  "Pitch": 0, "Roll": 0, "Yaw": 0
}

How can the issue be reproduced?

  1. Calling /airsim_node/local_position_goal moves only one drone (I think Drone_2)

cant use built model

Question

can you please explain step-by-step how to use it?

I have cloned your repo and then built it with vs 2022 now I cant use blocks nor plugin!.
both of them showing this error:
Severity Code Description Project File Line Suppression State
Error C1900 Il mismatch between 'P1' version '20210224' and 'P2' version '20210202' MyProject7 C:\Users\iust\Documents\Unreal Projects\MyProject7\Intermediate\ProjectFiles\EXEC
what should i do ?

Using:

windows10, last version of colosseum, python is installed by vs 2022,unreal 5.2

error MSB3073: 命令“"E:\Epic Games\UE_5.0\Engine\Build\BatchFiles\Build.bat" BlocksEditor Win64 Development -Project="E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Blocks.uproject" -WaitMutex -FromMsBuild”已退出,代码为 6

Bug report

  • AirSim Version/#commit: 3
  • UE/Unity version: 5.0.3
  • OS Version: win10 VS2022

What's the issue you encountered?

已启动生成...
1>------ 已启动生成: 项目: Blocks, 配置: Development_Editor x64 ------
1>Using bundled DotNet SDK
1>Log file: C:\Users\34555\AppData\Local\UnrealBuildTool\Log.txt
1>Creating makefile for BlocksEditor (no existing makefile)
1>UnrealBuildTool : warning : Library 'Shell32.lib' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
1>UnrealBuildTool : warning : Library 'dinput8.lib' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
1>UnrealBuildTool : warning : Library 'dxguid.lib' was not resolvable to a file when used in Module 'AirSim', assuming it is a filename and will search library paths for it. This is slow and dependency checking will not work for it. Please update reference to be fully qualified alternatively use PublicSystemLibraryPaths if you do intended to use this slow path to suppress this warning.
1>Parsing headers for BlocksEditor
1> Running UnrealHeaderTool "E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Blocks.uproject" "E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Intermediate\Build\Win64\BlocksEditor\Development\BlocksEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\34555\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
1>Reflection code generated for BlocksEditor in 1.3707893 seconds
1>Building BlocksEditor...
1>Using Visual Studio 2022 14.34.31937 toolchain (E:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933) and Windows 10.0.18362.0 SDK (E:\Windows Kits\10).
1>[Adaptive Build] Excluded from Blocks unity file: Blocks.cpp
1>Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
1> Executing up to 6 processes, one per physical core
1> Requested 1.5 GB free memory per action, 8.12 GB available: limiting max parallel actions to 5
1>Building 11 actions with 5 processes...
1>[1/11] Resource Default.rc2
1>[2/11] Resource Default.rc2
1>[3/11] Compile SharedPCH.Engine.ShadowErrors.cpp
1>[4/11] Compile Blocks.cpp
1>[5/11] Link UnrealEditor-Blocks.lib
1> 正在创建库 E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Intermediate\Build\Win64\UnrealEditor\Development\Blocks\UnrealEditor-Blocks.lib 和对象 E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Intermediate\Build\Win64\UnrealEditor\Development\Blocks\UnrealEditor-Blocks.exp
1>[6/11] Compile Module.AirSim.cpp
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: "ClassPaths": 不是 "FARFilter" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: 参见“FARFilter”的声明
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: "__this": 不是 "FARFilter" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: 参见“FARFilter”的声明
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: "GetClassPathName": 不是 "UClass" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: 参见“UClass”的声明
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(243): error C2039: "__this": 不是 "UClass" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: 参见“UClass”的声明
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: "ClassPaths": 不是 "FARFilter" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: 参见“FARFilter”的声明
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: "__this": 不是 "FARFilter" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\AssetRegistry\Public\AssetRegistry\IAssetRegistry.h(22): note: 参见“FARFilter”的声明
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: "GetClassPathName": 不是 "UClass" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: 参见“UClass”的声明
1>E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Plugins\AirSim\Source\AirBlueprintLib.cpp(244): error C2039: "__this": 不是 "UClass" 的成员
1>E:\Epic Games\UE_5.0\Engine\Source\Runtime\Engine\Public\Animation\ExposedValueHandler.h(11): note: 参见“UClass”的声明
1>[7/11] Compile Module.AirSim.gen.cpp
1>E:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets(44,5): error MSB3073: 命令“"E:\Epic Games\UE_5.0\Engine\Build\BatchFiles\Build.bat" BlocksEditor Win64 Development -Project="E:\Program Files (x86)\Colosseum-main\Unreal\Environments\Blocks\Blocks.uproject" -WaitMutex -FromMsBuild”已退出,代码为 6。
1>已完成生成项目“Blocks.vcxproj”的操作 - 失败。
========== 版本: 0 成功,1 失败,0 更新,0 跳过 ==========
========== 占用时间 01:24.715 ==========

Settings

settings.json is default

How can the issue be reproduced?

I followed the steps on the airsim official website to test
when I clicked the .sln profile and try to press F5 (I had set building config to "Develop Editor" and x64)
It occurred

What's better than filing an issue? Filing a pull request :).
:)

Build command cmake error AirSim

Question

What's your question?

Hi ,
I got this error while trying to run the build command on VS command prompt as admintrator. This is how the error looked like :

** Visual Studio 2022 Developer Command Prompt v17 .5.3
** Copyright (c) 2022 Microsoft Corporation

C:\Windows\System32>cd AirSim

C:\Windows\System32\AirSim>build.cmd
found Powershell
Found cmake version: 3.14.7
Starting cmake to build rpclib...
CMake Error: Could not create named generator Visual Studio 17 2022

Generators

Visual Studio 16 2019 = Generates Visual Studio 2019 project files.
Use -A option to specify architecture.
Visual Studio 15 2017 [arch] = Generates Visual Studio 2017 project files.
Optional [arch] can be "Win64" or "ARM".
Visual Studio 14 2015 [arch] = Generates Visual Studio 2015 project files.
Optional [arch] can be "Win64" or "ARM".
Visual Studio 12 2013 [arch] = Generates Visual Studio 2013 project files.
Optional [arch] can be "Win64" or "ARM".
Visual Studio 11 2012 [arch] = Generates Visual Studio 2012 project files.
Optional [arch] can be "Win64" or "ARM".
Visual Studio 10 2010 [arch] = Generates Visual Studio 2010 project files.
Optional [arch] can be "Win64" or "IA64".
Visual Studio 9 2008 [arch] = Generates Visual Studio 2008 project files.
Optional [arch] can be "Win64" or "IA64".
Borland Makefiles = Generates Borland makefiles.
NMake Makefiles = Generates NMake makefiles.
NMake Makefiles JOM = Generates JOM makefiles.
Green Hills MULTI = Generates Green Hills MULTI files
(experimental, work-in-progress).
MSYS Makefiles = Generates MSYS makefiles.
MinGW Makefiles = Generates a make file for use with
mingw32-make.
Unix Makefiles = Generates standard UNIX makefiles.
Ninja = Generates build.ninja files.
Watcom WMake = Generates Watcom WMake makefiles.
CodeBlocks - MinGW Makefiles = Generates CodeBlocks project files.
CodeBlocks - NMake Makefiles = Generates CodeBlocks project files.
CodeBlocks - NMake Makefiles JOM
= Generates CodeBlocks project files.
CodeBlocks - Ninja = Generates CodeBlocks project files.
CodeBlocks - Unix Makefiles = Generates CodeBlocks project files.
CodeLite - MinGW Makefiles = Generates CodeLite project files.
CodeLite - NMake Makefiles = Generates CodeLite project files.
CodeLite - Ninja = Generates CodeLite project files.
CodeLite - Unix Makefiles = Generates CodeLite project files.
Sublime Text 2 - MinGW Makefiles
= Generates Sublime Text 2 project files.
Sublime Text 2 - NMake Makefiles
= Generates Sublime Text 2 project files.
Sublime Text 2 - Ninja = Generates Sublime Text 2 project files.
Sublime Text 2 - Unix Makefiles
= Generates Sublime Text 2 project files.
Kate - MinGW Makefiles = Generates Kate project files.
Kate - NMake Makefiles = Generates Kate project files.
Kate - Ninja = Generates Kate project files.
Kate - Unix Makefiles = Generates Kate project files.
Eclipse CDT4 - NMake Makefiles
= Generates Eclipse CDT 4.0 project files.
Eclipse CDT4 - MinGW Makefiles
= Generates Eclipse CDT 4.0 project files.
Eclipse CDT4 - Ninja = Generates Eclipse CDT 4.0 project files.
Eclipse CDT4 - Unix Makefiles= Generates Eclipse CDT 4.0 project files.
Error: could not load cache
Error: could not load cache

Build failed - see messages above.

Include context on what you are trying to achieve

I am following the guide here https://microsoft.github.io/AirSim/build_windows/ to build the AirSim.

Context details

UE version 4.27.2.

Include details of what you already did to find answers

I saw another solution which is to run the command prompt as adminstrator which I did, but I still get the same error as shown.
Greatly appreciate any help given! Thank you!

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