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uegeocoordinates's Introduction

UEGeoCoordinates is DEPRECATED

UEGeoCoordinates is now deprecated with 4.27.

This plugin is not supported anymore. Its now part of the engine since 4.27 : https://github.com/EpicGames/UnrealEngine/tree/4.27/Engine/Plugins/Runtime/GeoReferencing

UEGeoCoordinates

Provide tools for users to express Coordinates in different Geographic Coordinates Reference Systems Add the plugin to your Plugin folder. You will need to compile the plugin against your version of UE4. A plugin folder can be created in your project folder or under the Engine folder.

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uegeocoordinates's Issues

Trian3DBuilder

Hello, after watching your last video, try to do it, why can't I find the Trian3DImportTools?My Trian3DBuilder hasn't 'setting' folder.

Works in editor but crashes in packaged version after a few minutes

Hi,

I'm using the plugin in 4.26 and running into an issue where the packaged version will always crash after a few minutes. Logs seem to indicate it's related to garbage collection and this plugin. Here's the relevant section from the log:

[2021.01.21-23.18.50:385][783]LogGarbage: Warning: Disregard for GC object SimulationSettings /Script/SimulationModule.Default__SimulationSettings referencing GeoReferencingSubsystem /Game/Maps/TestMap.TestMap:GeoReferencingSubsystem_2147482575 which is not part of root set
[2021.01.21-23.18.50:385][783]LogOutputDevice: Warning:

Script Stack (0 frames):

[2021.01.21-23.18.50:385][783]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2021.01.21-23.18.54:762][783]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe
[2021.01.21-23.18.54:762][783]LogMemory: Platform Memory Stats for WindowsNoEditor
[2021.01.21-23.18.54:762][783]LogMemory: Process Physical Memory: 287.93 MB used, 1795.12 MB peak
[2021.01.21-23.18.54:762][783]LogMemory: Process Virtual Memory: 2352.34 MB used, 3354.24 MB peak
[2021.01.21-23.18.54:762][783]LogMemory: Physical Memory: 14707.60 MB used, 17995.92 MB free, 32703.52 MB total
[2021.01.21-23.18.54:762][783]LogMemory: Virtual Memory: 134210344.00 MB used, 7381.86 MB free, 134217728.00 MB total
[2021.01.21-23.18.54:763][783]Message dialog closed, result: Ok, title: The UE4-TESTRTS Game has crashed and will close, text: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollectionVerification.cpp] [Line: 136]
Encountered 1 object(s) breaking Disregard for GC assumptions. Please check log for details.

[2021.01.21-23.18.54:763][783]LogWindows: Error: === Critical error: ===
[2021.01.21-23.18.54:763][783]LogWindows: Error:
[2021.01.21-23.18.54:763][783]LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollectionVerification.cpp] [Line: 136]
[2021.01.21-23.18.54:763][783]LogWindows: Error: Encountered 1 object(s) breaking Disregard for GC assumptions. Please check log for details.
[2021.01.21-23.18.54:763][783]LogWindows: Error:
[2021.01.21-23.18.54:763][783]LogWindows: Error:
[2021.01.21-23.18.54:763][783]LogWindows: Error: [Callstack] 0x00007ff8d2523b29 UnknownFunction []
[2021.01.21-23.18.54:763][783]LogWindows: Error:
[2021.01.21-23.18.54:777][783]LogExit: Executing StaticShutdownAfterError
[2021.01.21-23.18.54:778][783]LogWindows: FPlatformMisc::RequestExit(1)
[2021.01.21-23.18.54:778][783]LogCore: Engine exit requested (reason: Win RequestExit)
[2021.01.21-23.18.54:785][783]Log file closed, 01/21/21 18:18:54

I'm definitely not an unreal engine expert so researching the garbage collector and digging through the code I'm kind of running into a brick wall. If any insight or even better a suggested solution could be provided I would be grateful. I can also provide the full log if desired and also the project. Thanks.

Any ETA for updates?

In the latest round of video about geo referenced data in Unreal Engine it was mentioned that the current code was not up to date and a new version was due for upload.
Is there an estimate for this? I'm building a prototype that could really use this and was wondering when it would be available. =)

Plugin is not working with pixel streaming plugin enabled

Game will crash when it is run when pixel streaming and plugin are enabled in the game.

I have tested it in 3 games. It is enough to have the plugin enabled in the game and run the game with pixel streaming

To reproduce:

Take any game.
Add Simulation plugin as per documentation here.
Enable pixel streaming in the game.

Package the game and run with -PixelStreaming=localhost -PixelStreaming=8888 command line parameters. (Acturally you may try without).

Just keep it running. Within 2-3 minutes the game will crash. Always the same error. Something to do with the GC: Encountered 1 object(s) breaking Disregard for GC assumptions. Please check log for details.

Note; In order to run with pixel streaming you have to run packaged game or run it from the Visual Studio. Pixel streaming is disabled in the editor. Running from visual studio will show more information. All I could guess is, that there is some conflict involving timers and GC.

GC object Warning for Packaged Project

Hello, thanks for your work first. And here is a critical error occurred when running the plugin after package in UE 4.26.

Here is part of the log file for this error.

[2021.08.18-01.14.23:518][405]LogGarbage: Warning: Disregard for GC object SimulationSettings /Script/SimulationModule.Default__SimulationSettings referencing GeoReferencingSubsystem /Game/VehicleCPP/Maps/VehicleExampleMap.VehicleExampleMap:GeoReferencingSubsystem_2147482581 which is not part of root set
[2021.08.18-01.14.32:508][405]LogWindows: Error: === Critical error: ===
[2021.08.18-01.14.32:508][405]LogWindows: Error:
[2021.08.18-01.14.32:508][405]LogWindows: Error: Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/GarbageCollectionVerification.cpp] [Line: 136]
[2021.08.18-01.14.32:508][405]LogWindows: Error: Encountered 1 object(s) breaking Disregard for GC assumptions. Please check log for details.
...
[2021.08.18-01.14.32:575][405]LogCore: Engine exit requested (reason: Win RequestExit)
[2021.08.18-01.14.32:640][405]Log file closed, 08/18/21 09:14:32

One of the solution that I searched in the internet is to delete/comment "UPROPERTY(Transient)" in the head file 'SimulationSettings.h'.

UPROPERTY(Transient) 
	class UGeoReferencingSubsystem* GeoReferencingSubsystem = NULL;

Since I am still new in UE, any other solution for this error? Thank you.

Pairing georeferencing plugin with ArcGIS Maps SDK

First off I'd like to say how amazing the progress with getting GIS into UE has come in the last year. My company is in the weather industry so almost all of our data is geospatial. Having a tangible world with live coordinates in UE is a huge boon for us when it comes to data visualization. So thank you for all of your effort!

In your simulation demo from a few days ago I saw you were using this plugin with the ArcGIS Maps SDK to return live coordinates of the camera. When you were showing New York City, I noticed the coordinates were not correct and kept looping over the same range as you moved around the world. I've been able to replicate this on my end with a local map scene.

For reference, I'm using engine version 4.26.1, Maps SDK v2, and the latest version of the georeferencing plugin.

Projected CRS: EPSG:3857
Geographic CRS: EPSG:4326
Projected origin: 4980361, -8234403
Maps SDK origin: 40.7828282, -73.9709090 (local scene)

On play-
The UI returns the coordinates of: 44.7394407, -59.24878473 (somewhere off the coast of Nova Scotia)
Latitude is bounded between about 44.757 and 44.721 on camera move
Longitude is bounded between about -55.243 and -55.258 on camera move

Is it possible that these two plugins are not compatible or did I make a mistake in setting my CRS/origin?

Thanks for any advice!

Can't pack

When I am in the Editor, I can do it, but the packing will report an error. Could you please tell me what is the matter。
Error:GfnRuntimeMD.lib(escape.c.obj) : error LNK2005: curl_easy_unescape already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(escape.c.obj) : error LNK2005: curl_free already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(easy.c.obj) : error LNK2005: curl_easy_cleanup already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(easy.c.obj) : error LNK2005: curl_easy_init already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(easy.c.obj) : error LNK2005: curl_easy_perform already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(easy.c.obj) : error LNK2005: curl_global_cleanup already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(easy.c.obj) : error LNK2005: curl_global_init_mem already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(multi.c.obj) : error LNK2005: curl_multi_add_handle already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(multi.c.obj) : error LNK2005: curl_multi_cleanup already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(multi.c.obj) : error LNK2005: curl_multi_info_read already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(multi.c.obj) : error LNK2005: curl_multi_init already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(multi.c.obj) : error LNK2005: curl_multi_perform already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(multi.c.obj) : error LNK2005: curl_multi_remove_handle already defined in libcurl.lib(libcurl.dl
GfnRuntimeMD.lib(multi.c.obj) : error LNK2005: curl_multi_setopt already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(slist.c.obj) : error LNK2005: curl_slist_append already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(slist.c.obj) : error LNK2005: curl_slist_free_all already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(setopt.c.obj) : error LNK2005: curl_easy_setopt already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(version.c.obj) : error LNK2005: curl_version_info already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(share.c.obj) : error LNK2005: curl_share_cleanup already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(share.c.obj) : error LNK2005: curl_share_init already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(share.c.obj) : error LNK2005: curl_share_setopt already defined in libcurl.lib(libcurl.dll)
GfnRuntimeMD.lib(strerror.c.obj) : error LNK2005: curl_multi_strerror already defined in libcurl.lib(libcurl.dll)

Error compiling CoordinateInspector

When I tried to test the example UMG_GeoStatusBar, UE give me the followgin error in the CoordinateInspector Compilation:

The property associated with UW Coordinates Mouse could not be found in '/SimulationPlugin/CoordinatesInspector.CoordinatesInspector_C'

Error_UEGeoCoordinates

How can I solve this???

Thanks

ARM64 Support(For HoloLens2)

Do you have any plans other than Win64?

I want this plugin supports ARM64.
(Problem is lib files? If I replace, this plugin works?)

Unresolved External Symbols

I'm trying to use your geo coordinate system and every time I build I get errors about the "__CxxFrameHandler4" and "__GSHandler_EH$" are missing. I believe this is caused by me using VS 2017 and I need VS 2019. Did you use VS 2019 to create this? I am using unreal 4.26 and the latest versions of vc++ redistributable. Only thing that is outdated is my visual studio.

Issues in deploying in Linux environment

Awesome work and I am trying to use the plugin in my UE4 projects. However, I work in Ubuntu environment where the third party libraries are not directly usable. I recompiled all the libraries (4 .a files in "lib" directory and 6 .so files in "redist" directory) needed using clang-8 and replace the lib pathes in "Proj.build.cs" and "SimulationModule.Build.cs". But I still failes when compiling the plugin. The error information is like:

ld.lld: error: undefined symbol: MD5_Init
referenced by md5.c
ld.lld: error: undefined symbol: MD5_Update
referenced by md5.c
and so on.

I guess it is because of the static .a library that I use. So could you please provide a version of this plugin that support Linux environment?

Conversion when using arcGISsdk plugin does not work?

I am on UE 4.26.1
I cannot get conversion working when in the game that uses ArcGISMapSDK for Unreal.
Game created with simple steps:

  1. Create C++ empty game
  2. Add ArcGISMapSDK
  3. Select global scene with original location lat/long - 51.044701, -114.071899
  4. Add ArcGIS API key
  5. Select World Imagery

For the simulation plugin:

Projected CRS - EPSG:3403
Geographic CRS - EPSG:4326
Origin Projected X 65774
Origin Projected Y 5645079

Calculated original projection shows wrong lat/long location. 35.76269572, -78.73241143

Please find attached screenshots with all the settings including level blueprint with projection conversion and the game original output.

I wonder if I am using the plugin incorrectly or it just not working with ArctGIS sdk?

Jacek
EPSG4326-EPSG3403
GameArcGISController
GameEPSG4326-EPSH3403

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