Mitchell Spryn

Results 59 comments of Mitchell Spryn

Right, like I said before...you don't use the path on disk when using the unreal mesh. You use the asset path. It would look something like this: ``

I'm not entirely sure what's going on with the stack trace you posted, are you still seeing that error? Do those materials exist at the paths at which you are...

That's interesting. In theory, if it works for standard shape (box, ball, etc), it should work for custom shape. They use the same code path. It makes me wonder if...

Sorry, just getting time to look at this issue. It looks like your quadrotor has disconnected parts. I'm not sure how the meshing algorithm will handle that, as it probably...

The error means what it says, that it tried to parse a 3-vector from your config file, but couldn't for some reason. 99% of the time, this means that there's...

To answer your first question: your best bet on viewing it before importing it into UE4 is to use something like [rvis](http://wiki.ros.org/urdf/Tutorials/Building%20a%20Visual%20Robot%20Model%20with%20URDF%20from%20Scratch). There isn't a great way to "preview" it...

Probably [UrdfBotPawn.cpp](https://github.com/mitchellspryn/UrdfSim/blob/23f2e5657cbac89ed558331d3186824854b2dac3/Unreal/Plugins/AirSim/Source/Vehicles/UrdfBot/UrdfBotPawn.cpp)

So, if it works for the other four wheels, and not for the roller, I'm betting the problem is with the stl ascii file. STL importing is always a bit...

Try swapping "rpy" and "xyz" in the tag of the link. There was a report earlier that this caused a crash for some reason. If UE4 doesn't support STL, try...

If you're running from within visual studio, you should get a stack trace in the output when it fails. That should point to where the problem is. If you're trying...