Loading...
Loading...
Loading...
Before pulling, make sure you have the following installed:
# Simulation Repository - Team Setup Guide ## Prerequisites Before pulling, make sure you have the following installed: 1. **Unreal Engine 4.27** (default install: `C:\Program Files\Epic Games\UE_4.27`) 2. **Visual Studio 2022** with the **C++ Desktop Development** workload 3. **WSL2** with **Ubuntu 24.04** — install by running in an admin command prompt: ``` wsl --install -d Ubuntu-24.04 ``` 4. **Podman and podman-compose** installed inside your WSL Ubuntu. Run the following inside WSL: ``` sudo apt-get install -y podman pip3 install podman-compose ``` 5. **SUAS-2025 repo** cloned somewhere on your machine (e.g., `D:\repos\SUAS-2025`) ## Step 1: Clone or Pull the Simulation Repository If you haven't cloned it yet: ``` git clone [email protected]:SimulationRepository.git ``` If you already have it: ``` git checkout master git pull origin master ``` ## Step 2: Set the SUAS_REPO_PATH Environment Variable Open a **Command Prompt** and run the following, replacing the path with wherever you cloned the SUAS-2025 repo: ``` setx SUAS_REPO_PATH "/mnt/d/repos/SUAS-2025" ``` **Important notes:** - The path **must** be in WSL format: use `/mnt/c/...` or `/mnt/d/...` instead of `C:\...` or `D:\...` - Example conversions: - `D:\repos\SUAS-2025` becomes `/mnt/d/repos/SUAS-2025` - `C:\Users\john\SUAS-2025` becomes `/mnt/c/Users/john/SUAS-2025` - After running `setx`, **close and reopen** any terminals, editors, or Unreal Engine for the variable to take effect - If the variable still isn't recognized after reopening, **restart your PC** ## Step 3: Build the Project Open a command prompt and run the following build command. Adjust the paths if your UE4 install or repo location differs: ``` "C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles\Build.bat" SimulationEditor Win64 Development "<YOUR_REPO_PATH>\Simulation.uproject" -waitmutex ``` For example, if your repo is at `D:\repos\SimulationRepository`: ``` "C:\Program Files\Epic Games\UE_4.27\Engine\Build\BatchFiles\Build.bat" SimulationEditor Win64 Development "D:\repos\SimulationRepository\Simulation.uproject" -waitmutex ``` This will take approximately 2-3 minutes on the first build. ## Step 4: Open and Test in Unreal Engine 1. Open `Simulation.uproject` in Unreal Engine 4.27 2. If prompted to import new source files, click **Yes** 3. Click **Play** — the project will boot WSL and start the simulation containers automatically. **Wait 30–60 seconds on the main menu** before entering a level to give the containers time to fully initialize. 4. Select a level (L_SUAS or L_IARC) 5. Verify the following: - A terminal window opens when entering the level with the container prompt visible (e.g., `root@...:#`) - The back button on each level works and returns you to the main menu - When you press **Stop** in the editor, the terminal window closes and WSL shuts down automatically ## Troubleshooting | Problem | Solution | |---------|----------| | UE4 logs show "SUAS_REPO_PATH is not set" | Set the environment variable (Step 2) and restart the editor | | Container never becomes ready | Make sure Podman is installed inside WSL. Check with: `wsl -d Ubuntu-24.04 -- podman ps` | | Build fails with compiler errors | Ensure Visual Studio 2022 C++ Desktop Development workload is installed | | WSL distro not found | Verify your distro name matches with: `wsl -l -v` (should show `Ubuntu-24.04`) | | Terminal doesn't open when entering a level | Check that `run_container.sh` exists in your SUAS repo and is executable | | "Permission denied" errors in WSL | Run `chmod +x run_container.sh` inside your SUAS repo directory in WSL | | "Error at startup: bind" popup | Run `wsl --shutdown` in a Command Prompt to clear stale WSL processes, then reopen the project. If that doesn't work, restart your PC. |
어떠한 문서나 스크립트가 다른 **프로토콜 / 포트 / 호스트** 에 있는 리소스 사용하는 것을 제한하는 정책. 예를 들어, 다음과 같은 사이트에서 리소스를 다른 곳으로 요청한다고 하자.
* **Production MDB**: updated monthly.
This document outlines the mandatory procedures for developing and verifying VCR elements (shaders, manifests, and assets) to ensure high-fidelity, centered, and non-clipping renders.
http://localhost:8000