

Project, you can choose from a library of driving-related assets. When adding assets to a scene that is in the AutoVrtlEnv Search for them in the Content Browser pane at the bottom and

To add assets to a scene, you can browse or In the Unreal Editor, elements within a scene are referred to asĪssets. See Create Top-Down Map of Unreal Engine Scene. The Select Waypoints for Unreal Engine SimulationĮxample, you must first generate a map of your scene. If your scene is not based off of a prebuilt scene, then before using This example shows how to interactively draw waypoints on 2-D The process described in the Select Waypoints for Unreal Engine SimulationĮxample. If your scene is based off one of the prebuilt scenes in theĪutoVrtlEnv project, then specify waypoints using In your scenes, you can specify trajectory waypoints that the vehicles in your The new scene is saved to the same location as the existing Top-left menu of the editor, select File > Save Current As. To save a version of the currently opened scene to your project, from the Useful, for example, if you want to use one of the prebuilt scenes in theĪutoVtrlEnv project as a starting point for creating your own To create a new scene in your project, from the top-left menu of the editor,Īlternatively, you can create a new scene from an existing one. To open a scene within your own project, in the Contentīrowser pane, navigate to the folder that contains your Parameter of the Simulation 3D Scene Configuration This scene is used in the Highway Lane Following with RoadRunner SceneĮxample and is not selectable from the Scene name The RRScene project contains only one scene: The AutoVrtlEnv.uproject file does not include To use the lighting that comes installed withĪutoVrtlEnv in Automated Driving Toolbox, see Use AutoVrtlEnv Project Lighting in Custom Scene. The editor issues this warning the first time you open a scene or when The editor window, select Build > Build Lighting Only. If you receive a warning that the lighting needs to be rebuilt, from the toolbar above When the editor opens, you can ignore any warning messages about files with the name MathWorksSimulation.uplugin file that you copied into your UnrealĮditor installation in Install Support Package for Customizing Scenes. The editor also prompts you that new plugins are available.Ĭlick Manage Plugins and verify that the MathWorks The first time that you open the Unreal Editor from Simulink, you might be asked to rebuild UE4Editor DLL files or The Unreal Editor opens and loads a scene from your project. Z:\UnrealProjects\myProject\myProject.uprojectĬlick Open Unreal Editor.
