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86 Commits
martin ... main

Author SHA1 Message Date
271315f69b Merge pull request 'IK fixed' () from gurkan.IK.fix into main
Reviewed-on: 
2025-04-10 16:54:10 +00:00
ee77ef6d8d IK fixed 2025-04-10 19:51:20 +03:00
6d2f2ac3e2 update license description in readme 2025-04-10 15:27:53 +00:00
Devrim Yasar
993677e971 merged 2025-04-10 08:37:46 -05:00
Devrim Yasar
5ba13ad0c2 Merge branch 'LuckyWorld.namechange' 2025-04-10 08:36:21 -05:00
Devrim Yasar
96edce83ea feat: Ignore root Binaries directory 2025-04-10 08:34:50 -05:00
00269327c6 Merge pull request 'Update .gitea/workflows/unreal-build.yml' () from m-patch-1 into main
Reviewed-on: 
2025-04-10 13:11:51 +00:00
3b52ba3596 Merge pull request 'Developer menu add' () from gurkan.new.stat into main
Reviewed-on: 
2025-04-10 13:09:49 +00:00
5355fa3d9a Merge pull request 'ethan/readme' () from ethan/readme into main
Reviewed-on: 
2025-04-10 13:09:36 +00:00
4dcf92124f New Project name changed on windows 2025-04-10 15:34:50 +03:00
3640778c7b Level change bug fix 2025-04-10 15:20:55 +03:00
Devrim Yasar
58073d73f3 name change complete for LuckyWorld 2025-04-10 07:17:18 -05:00
9fabe6620f update readme to match structure with luckyrobots readme 2025-04-09 23:54:49 +00:00
d2cbe4c0e5 add assets folder to store readme visuals 2025-04-09 23:53:08 +00:00
1ca7338ef5 Bug fixed
In some cases the button worked illogically.
2025-04-09 23:44:16 +03:00
0d4b4981ed Developer menu add
which will evolve over time. stat menu plugin.
2025-04-09 23:22:25 +03:00
d03bbb482b Update .gitea/workflows/unreal-build.yml 2025-04-09 19:11:48 +00:00
3fa68331b6 Merge pull request 'istanbullevel optimized' () from gurkan.erdinc.temp into main
Reviewed-on: 
2025-04-08 21:55:53 +00:00
981d30b2ed istanbullevel optimized 2025-04-09 00:31:30 +03:00
a8580042f6 Merge pull request 'new IK system for soArm100 Robot' () from gurkan.erdinc.temp into main
Reviewed-on: 
2025-04-08 21:21:21 +00:00
74a6cdca2e IK system 2025-04-08 23:59:06 +03:00
Devrim Yasar
65220f3318 Update .gitignore and remove deleted files 2025-04-07 17:01:02 -05:00
Devrim Yasar
dde79ffd54 Update .gitignore 2025-04-07 15:40:36 -05:00
Devrim Yasar
c5c9eb20a5 Remove .DS_Store files from Git tracking 2025-04-07 15:40:35 -05:00
Devrim Yasar
9ce6ba07eb dsstore ignore 2025-04-07 15:40:35 -05:00
468dc0043a Capture Camera image correction
I've converted it to the new cinecapture system. It should now give high quality image results.
2025-04-07 16:47:03 +03:00
1b391cfa2a mac light problem
Fixed the lighting issue in the loft scene.
2025-04-06 19:02:11 +03:00
5705c28881 binary files 2025-04-05 17:58:26 +03:00
126ffaa30a character reloading problem fixed 2025-04-05 16:48:27 +03:00
3edf8c4ae5 Merge pull request 'gurkan.erdinc.temp' () from gurkan.erdinc.temp into main
Reviewed-on: 
2025-04-05 12:18:55 +00:00
dcdeca1471 Update .gitignore 2025-04-05 12:10:49 +00:00
dae8a865e5 Update .gitignore 2025-04-05 00:45:38 +03:00
f1254d0192 s 2025-04-05 00:43:20 +03:00
42e3a54baa Ik system 2025-04-05 00:30:08 +03:00
196c02cd4b all linux binnary files 2025-04-04 18:45:13 +03:00
ae25b88325 all linux binnary files 2025-04-04 18:30:05 +03:00
85382d5e7f all linux binnary files 2025-04-04 17:49:27 +03:00
8d9588447c fsr edit 2025-04-04 16:55:15 +03:00
63780d36ab plugin deleted 2025-04-04 16:40:13 +03:00
20e87ac918 plugin deleted 2025-04-04 16:35:31 +03:00
3f9091a8b2 main screen 2025-04-04 16:32:37 +03:00
d24fb31073 Merge branch 'gurkan.erdinc.temp' of https://luckyrobots.com/luckyrobots/luckyworld into gurkan.erdinc.temp 2025-04-04 16:16:13 +03:00
92fb535c5a fsr 3 plugin disable on mac 2025-04-04 16:15:54 +03:00
3beca60602 Update .gitignore 2025-04-04 12:46:52 +00:00
67dafa089a gitignore and binnary files 2025-04-04 15:44:01 +03:00
511e79706d new Update 2025-04-04 14:35:47 +03:00
c863ecf3e5 All settings 2025-04-03 18:13:52 +03:00
8605e20018 all Plugin revert 2025-04-03 15:29:06 +03:00
f5f227f180 builds delete 2025-04-03 14:29:08 +03:00
505555ff16 Merge branch 'main' into gurkan.erdinc.temp 2025-04-03 14:01:51 +03:00
2fe66c6071 Merge pull request 'dlss and fsr plugin added' () from gurkan.erdinc into main
Reviewed-on: 
2025-04-02 21:11:56 +00:00
Goran Lazarevski
1094e73c1c Allow paths as inputs 2025-04-02 23:07:51 +02:00
3ad7393e45 settings 2025-04-02 23:56:04 +03:00
7604b2735e send new binnary addig 2025-04-02 23:11:53 +03:00
13e55228d9 Merge branch 'gurkan.erdinc' into gurkan.erdinc.temp 2025-04-02 23:05:10 +03:00
5198f2b094 new plugin add 2025-04-02 23:01:56 +03:00
028015b4e5 new plugin sent 2025-04-02 22:53:47 +03:00
7c2bd7b4c3 s key 2025-04-02 22:50:21 +03:00
b410a8a42d settings UI 2025-04-02 22:38:39 +03:00
Goran Lazarevski
790467d3b1 Merge branch 'main' of ssh://luckyrobots.com:2222/luckyrobots/luckyworld 2025-04-02 15:39:07 +02:00
Goran Lazarevski
ba98447176 Update windows workflow 2025-04-02 15:30:42 +02:00
e87ee0c81d sent all files 2025-04-02 15:04:08 +03:00
Goran Lazarevski
0b4b220dd3 Update windows workflow 2025-04-02 13:33:49 +02:00
Goran Lazarevski
510adab5b2 Split build to chunks 2025-04-01 19:56:58 +02:00
Goran Lazarevski
c59de06d6b Multi release action 2025-04-01 12:05:53 +02:00
b8facc78ec game size edited. Test level size 3gb to 1.2 gb. All game size reduced 2025-03-30 16:05:32 +03:00
2c2219b3e8 dlss and fsr plugin added
dlss is not active. FSR is standart mode force active. We will make the arrangements together with Gurkan
2025-03-29 16:06:55 +03:00
7daabf6fba event tick size 2025-03-29 09:13:21 +03:00
Goran Lazarevski
29dc009fda Add action for releases 2025-03-28 15:20:45 +01:00
95069a412e stretch robot mujoco fxied 2025-03-28 13:01:15 +03:00
Goran Lazarevski
26350c197e Run build command from workflow 2025-03-28 10:49:28 +01:00
Devrim Yasar
9f700111f7 Merge branch 'devrim.macbuild' 2025-03-27 16:50:35 -05:00
Devrim Yasar
ddf8e4bfd7 mac build is fixed. please test linux and windows 2025-03-27 16:47:31 -05:00
Goran Lazarevski
1d415c00ed Update actions workflow 2025-03-27 20:13:03 +01:00
02985f5928 Merge pull request 'mac build working' () from devrim.macbuild into main
Reviewed-on: 
2025-03-27 16:37:26 +00:00
Devrim Yasar
c344bdb3b4 mac build working 2025-03-27 11:35:26 -05:00
c3c66ebaca Merge pull request 'gurkan.erdinc.branches.merge' () from gurkan.erdinc.temp into main
Reviewed-on: 
Reviewed-by: martinluckyrobots <martin@luckyrobots.ai>
2025-03-27 15:12:15 +00:00
2b6f510706 Merge branch 'main' of https://luckyrobots.com/luckyrobots/luckyworld 2025-03-27 13:20:14 +03:00
43a96553b4 file.update 2025-03-26 22:54:32 +03:00
6b7ba5cc83 merge 2025-03-26 22:30:03 +03:00
eeaae77d0e capture camera image
I turned it off at startup so that the constant visuals on the stage would not slow down the system.
2025-03-26 21:01:52 +03:00
46e8f2509d soft value variables
For performance effect. I changed all static meshes to soft value.
2025-03-26 01:10:32 +03:00
e2044f3ca5 Merge branch 'main' of https://luckyrobots.com/luckyrobots/luckyworld 2025-03-25 17:25:34 +03:00
Goran Lazarevski
38667ff92f MacOS build 2025-03-25 15:19:32 +01:00
594f665c63 Merge branch 'main' of https://luckyrobots.com/luckyrobots/luckyworld 2025-03-25 07:48:35 +03:00
Goran Lazarevski
67b10e4790 Merge branches 'main' and 'main' of ssh://luckyrobots.com:2222/luckyrobots/luckyworld 2025-03-24 22:02:08 +01:00
6033 changed files with 980070 additions and 14917684 deletions
.gitea/workflows
.gitignore.vsconfig
Assets
Binaries
Builds/Windows/Luckyrobots/Binaries/Win64
Config
Content/Blueprint

@ -0,0 +1,103 @@
name: Unreal Release
on:
workflow_dispatch:
inputs:
windows_build_path:
description: 'Absolute path to the Windows build zip file'
required: true
default: 'E:\LuckyWorld\LuckyRobots\UNREAL_PROJECTS\Luckyrobots\Builds\Windows\LuckyRobots-Windows.zip'
linux_build_path:
description: 'Absolute path to the Linux build zip file'
required: true
default: 'E:\LuckyWorld\LuckyRobots\UNREAL_PROJECTS\Luckyrobots\Builds\Linux\LuckyRobots-Linux.zip'
mac_build_path:
description: 'Absolute path to the Mac build zip file'
required: true
default: 'E:\LuckyWorld\LuckyRobots\UNREAL_PROJECTS\Luckyrobots\Builds\Mac\LuckyRobots-Mac.zip'
jobs:
build:
runs-on: windows
steps:
- name: Upload Linux Build Artifact
uses: actions/upload-artifact@v3
with:
name: LuckyRobots-Linux
path: ${{ github.event.inputs.linux_build_path }}
retention-days: 365
- name: Upload Windows Build Artifact
uses: actions/upload-artifact@v3
with:
name: LuckyRobots-Windows
path: ${{ github.event.inputs.windows_build_path }}
retention-days: 365
- name: Upload Mac Build Artifact
uses: actions/upload-artifact@v3
with:
name: LuckyRobots-Mac
path: ${{ github.event.inputs.mac_build_path }}
retention-days: 365
- name: Get Release Tag
shell: pwsh
run: |
# Fetch all tags
git fetch --tags
# Get the latest version tag, if any
# Uses Sort-Object with a version comparison scriptblock
$latestTag = git tag -l "v[0-9]*.[0-9]*.[0-9]*" | Sort-Object -Property @{Expression={[version]($_ -replace 'v')}} | Select-Object -Last 1
$newVersion = "1.0.0" # Default start version
if ($null -ne $latestTag -and $latestTag -ne '') {
Write-Host "Latest tag found: $latestTag"
# Strip 'v' prefix
$versionString = $latestTag -replace '^v'
# Split version into parts
$versionParts = $versionString.Split('.')
if ($versionParts.Length -eq 3) {
$major = [int]$versionParts[0]
$minor = [int]$versionParts[1]
$patch = [int]$versionParts[2]
# Auto-increment patch version
$patch++
$newVersion = "$major.$minor.$patch"
Write-Host "Auto-incremented patch version from $versionString to $newVersion"
} else {
Write-Host "Could not parse version from tag: $latestTag. Defaulting to 1.0.0"
}
} else {
Write-Host "No previous version tags found, starting with 1.0.0"
}
# Final tag with v prefix
$tag = "v$newVersion"
# Set environment variable for subsequent steps
echo "RELEASE_TAG=$tag" | Out-File -FilePath $env:GITHUB_ENV -Encoding utf8 -Append
Write-Host "Using release tag: $tag"
- name: Create Release
uses: https://gitea.com/actions/gitea-release-action@main
with:
token: '${{ secrets.GITEA_TOKEN }}'
title: 'Release ${{ env.RELEASE_TAG }}'
body: |
## LuckyRobots Game Release ${{ env.RELEASE_TAG }}
Windows, Linux and Mac builds are attached below.
### Build Information
- Build Number: #${{ github.run_number }}
- Commit: ${{ github.sha }}
- Branch: ${{ github.ref_name }}
- Build Date: $(date -u +"%Y-%m-%d %H:%M:%S UTC")
prerelease: ${{ github.ref != 'refs/heads/main' }}
tag_name: '${{ env.RELEASE_TAG }}'

@ -2,236 +2,346 @@ name: Unreal Engine Build
on:
workflow_dispatch:
push:
branches: [ main, develop ]
jobs:
# windows-build:
# runs-on: windows
# steps:
# - name: Checkout repository
# uses: actions/checkout@v3
# with:
# lfs: true
# fetch-depth: 0
# - name: Setup Unreal Engine
# run: |
# # Ensure Unreal Engine is installed and set up
# # This assumes you have Unreal Engine installed on your runner
# # If not, you can add installation steps here
# # Set environment variables for Unreal Engine
# echo "UE_ROOT=C:\Program Files\Epic Games\UE_5.2" >> $GITHUB_ENV
# - name: Build Unreal Project
# run: |
# # Find your .uproject file (adjust path as needed)
# $UPROJECT_PATH = Get-ChildItem -Path . -Filter "*.uproject" -Recurse | Select-Object -First 1 -ExpandProperty FullName
# Write-Host "Building project: $UPROJECT_PATH"
# # Use Unreal Automation Tool to build the project
# & "$env:UE_ROOT\Engine\Build\BatchFiles\RunUAT.bat" BuildCookRun `
# -project="$UPROJECT_PATH" `
# -noP4 `
# -platform=Win64 `
# -clientconfig=Development `
# -cook -build -stage -pak -archive `
# -archivedirectory="$PWD\Build"
# - name: Upload build artifacts
# uses: actions/upload-artifact@v3
# with:
# name: windows-build
# path: Build/
# retention-days: 7
macos-build:
runs-on: macos
build-and-release:
runs-on: windows
if: github.ref == 'refs/heads/main' || github.ref == 'refs/heads/develop'
steps:
- name: Checkout repository
uses: actions/checkout@v3
with:
fetch-depth: 1
lfs: true
fetch-depth: 0
- name: Cache build dependencies
uses: actions/cache@v3
- name: Setup environment
run: |
# Set environment variables for Unreal Engine
echo "UE_ROOT=E:/Games/UE_5.5" >> $GITHUB_ENV
# Set environment variables for Linux toolchain
$env:LINUX_MULTIARCH_ROOT="C:/UnrealToolchains/v23_clang-18.1.0-rockylinux8"
echo "LINUX_MULTIARCH_ROOT=${LINUX_MULTIARCH_ROOT}" >> $GITHUB_ENV
# Create directories for builds (with error handling)
if (!(Test-Path "Builds/Windows")) { New-Item -ItemType Directory -Path "Builds/Windows" -Force }
if (!(Test-Path "Builds/Linux")) { New-Item -ItemType Directory -Path "Builds/Linux" -Force }
if (!(Test-Path "PackagedReleases")) { New-Item -ItemType Directory -Path "PackagedReleases" -Force }
- name: Build for Windows
run: |
# Chmod command doesn't exist in Windows, use PowerShell to run the bash script
& 'C:\Program Files\Git\bin\bash.exe' -c "./win_build.sh"
- name: Build for Linux
run: |
# Chmod command doesn't exist in Windows, use PowerShell to run the bash script
& 'C:\Program Files\Git\bin\bash.exe' -c "./linux_build.sh"
- name: Package builds
run: |
echo "Packaging Windows build..."
if [ -d "Builds/Windows" ]; then
cd Builds/Windows
zip -r ../../PackagedReleases/LuckyRobots-Windows.zip .
cd ../..
fi
echo "Packaging Linux build..."
if [ -d "Builds/Linux" ]; then
cd Builds/Linux
zip -r ../../PackagedReleases/LuckyRobots-Linux.zip .
cd ../..
fi
echo "=== Packaged releases ==="
ls -la PackagedReleases/
- name: Upload Windows Build Artifact
uses: actions/upload-artifact@v3
if: success() && hashFiles('PackagedReleases/LuckyRobots-Windows.zip') != ''
with:
path: |
~/Library/Caches/Unreal Engine
Intermediate/
Saved/
DerivedDataCache/
key: ${{ runner.os }}-unreal-build-${{ hashFiles('**/*.uproject') }}
restore-keys: |
${{ runner.os }}-unreal-build-
name: LuckyRobots-Windows
path: PackagedReleases/LuckyRobots-Windows.zip
retention-days: 365
- name: Environment Diagnostics
- name: Upload Linux Build Artifact
uses: actions/upload-artifact@v3
if: success() && hashFiles('PackagedReleases/LuckyRobots-Linux.zip') != ''
with:
name: LuckyRobots-Linux
path: PackagedReleases/LuckyRobots-Linux.zip
retention-days: 365
- name: Create Tag
if: github.ref == 'refs/heads/main' || github.ref == 'refs/heads/develop'
run: |
echo "=== System Information ==="
uname -a
sw_vers
# Fetch all tags
git fetch --tags
echo "=== Current User ==="
whoami
id
# Get the latest version tag, if any
LATEST_TAG=$(git tag -l "v[0-9]*.[0-9]*.[0-9]*" | sort -V | tail -n1)
echo "=== Key Directories ==="
echo "Home directory:"
ls -la $HOME
if [ -z "$LATEST_TAG" ]; then
# No previous version tag, start with 1.0.0
NEW_VERSION="1.0.0"
echo "No previous version tags found, starting with 1.0.0"
else
# Strip 'v' prefix if it exists
VERSION=${LATEST_TAG#v}
echo "Epic Games directory:"
ls -la /Users/Shared || echo "Shared directory not accessible"
ls -la "/Users/Shared/Epic Games" || echo "Epic Games directory not accessible"
ls -la "/Users/Shared/Epic Games/UE_5.5" || echo "UE_5.5 directory not accessible"
# Split version into parts
MAJOR=$(echo $VERSION | cut -d. -f1)
MINOR=$(echo $VERSION | cut -d. -f2)
PATCH=$(echo $VERSION | cut -d. -f3)
echo "=== Permissions ==="
ls -la "/Users/Shared"
# Auto-increment patch version
PATCH=$((PATCH + 1))
NEW_VERSION="${MAJOR}.${MINOR}.${PATCH}"
echo "Auto-incremented patch version from ${VERSION} to ${NEW_VERSION}"
fi
echo "=== Engine Source Directory ==="
mkdir -p "/Users/Shared/Epic Games/UE_5.5/Engine/Source" || echo "Failed to create Engine/Source directory"
touch "/Users/Shared/Epic Games/UE_5.5/Engine/Source/test.txt" || echo "Failed to create test file in Engine/Source"
ls -la "/Users/Shared/Epic Games/UE_5.5/Engine/Source" || echo "Cannot list Engine/Source directory"
# Final tag with v prefix
TAG="v${NEW_VERSION}"
echo "Creating git tag: $TAG"
- name: Setup MuJoCo Dummy File
# Configure git with token authentication
git config --global user.email "actions@gitea.com"
git config --global user.name "Gitea Actions"
# Direct token approach - simplest method
git remote set-url origin "https://goran:${{ secrets.GITEATOKEN }}@luckyrobots.com/luckyrobots/luckyworld.git"
# Set git to not prompt for input
$env:GIT_TERMINAL_PROMPT=0
# Check if tag exists
if ! git rev-parse "$TAG" >/dev/null 2>&1; then
# Create tag without opening editor (-m flag)
git tag -a "$TAG" -m "Release $TAG"
# Push with timeout and debug
echo "Pushing tag $TAG to origin..."
git push --verbose origin "$TAG" || {
echo "Error: Failed to push tag. Check your token permissions."
exit 1
}
echo "Successfully created and pushed tag: $TAG"
else
echo "Tag $TAG already exists, skipping tag creation"
fi
echo "RELEASE_TAG=$TAG" >> $GITHUB_ENV
- name: Create Build Info
run: |
echo "Creating dummy MuJoCo libraries for build testing..."
# Create a build info JSON file
echo '{
"version": "${{ env.RELEASE_TAG }}",
"buildNumber": "${{ github.run_number }}",
"commit": "${{ github.sha }}",
"branch": "${{ github.ref_name }}",
"buildDate": "'$(date -u +"%Y-%m-%dT%H:%M:%SZ")'",
"artifacts": {
"windows": "https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-Windows",
"linux": "https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-Linux"
}
}' > PackagedReleases/build-info.json
# Set up MuJoCo library directory
MUJOCO_LIB_DIR="Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib"
mkdir -p "$MUJOCO_LIB_DIR"
# Create a simple HTML download page
echo '<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>LuckyRobots ${{ env.RELEASE_TAG }} Downloads</title>
<style>
body { font-family: Arial, sans-serif; max-width: 800px; margin: 0 auto; padding: 20px; }
h1 { color: #333; }
.download-btn {
display: inline-block;
background-color: #4CAF50;
color: white;
padding: 10px 20px;
text-decoration: none;
border-radius: 4px;
margin: 10px 5px;
}
.download-btn:hover { background-color: #45a049; }
.platform { margin-bottom: 30px; }
</style>
</head>
<body>
<h1>LuckyRobots Game - ${{ env.RELEASE_TAG }}</h1>
<p>Build #${{ github.run_number }} - Built from commit: ${{ github.sha }}</p>
# Create a dummy dylib file with proper structure (small binary with MuJoCo symbol exports)
cat > "$MUJOCO_LIB_DIR/mujoco.dylib" << 'EOF'
#!/bin/bash
# This is a dummy file to simulate the MuJoCo library
# It contains just enough binary content to pass basic checks
EOF
<div class="platform">
<h2>Windows</h2>
<p><a href="https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-Windows" class="download-btn">Download Windows Build</a></p>
</div>
# Make it executable
chmod +x "$MUJOCO_LIB_DIR/mujoco.dylib"
<div class="platform">
<h2>Linux</h2>
<p><a href="https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-Linux" class="download-btn">Download Linux Build</a></p>
</div>
echo "Verifying dummy file:"
ls -la "$MUJOCO_LIB_DIR/mujoco.dylib"
<footer>
<p>Generated on '$(date -u +"%Y-%m-%d %H:%M:%S UTC")'</p>
</footer>
</body>
</html>' > PackagedReleases/downloads.html
# Place copies in all the necessary locations
UE_ENGINE_PATH="/Users/Shared/Epic Games/UE_5.5/Engine"
- name: Create Release
uses: https://gitea.com/actions/gitea-release-action@main
with:
files: |-
PackagedReleases/build-info.json
PackagedReleases/downloads.html
token: '${{ secrets.GITEA_TOKEN }}'
title: 'Release ${{ env.RELEASE_TAG }}'
body: |
## LuckyRobots Game Release ${{ env.RELEASE_TAG }}
# Create directories and copy the dummy file
sudo mkdir -p "${UE_ENGINE_PATH}/Source"
sudo mkdir -p "${UE_ENGINE_PATH}/Binaries/Mac"
sudo mkdir -p /usr/local/lib
### Download Links
sudo cp -f "$MUJOCO_LIB_DIR/mujoco.dylib" "${UE_ENGINE_PATH}/Source/mujoco.dylib"
sudo cp -f "$MUJOCO_LIB_DIR/mujoco.dylib" "${UE_ENGINE_PATH}/Binaries/Mac/mujoco.dylib"
sudo cp -f "$MUJOCO_LIB_DIR/mujoco.dylib" "/usr/local/lib/mujoco.dylib"
Download builds from our CI artifacts:
# Make them all executable
sudo chmod +x "${UE_ENGINE_PATH}/Source/mujoco.dylib"
sudo chmod +x "${UE_ENGINE_PATH}/Binaries/Mac/mujoco.dylib"
sudo chmod +x "/usr/local/lib/mujoco.dylib"
- [Windows Build](https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-Windows)
- [Linux Build](https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-Linux)
echo "MuJoCo dummy libraries created and deployed!"
### Build Information
- Build Number: #${{ github.run_number }}
- Commit: ${{ github.sha }}
- Branch: ${{ github.ref_name }}
- Build Date: $(date -u +"%Y-%m-%d %H:%M:%S UTC")
prerelease: ${{ github.ref != 'refs/heads/main' }}
tag_name: '${{ env.RELEASE_TAG }}'
macos-build:
runs-on: macos
if: github.ref == 'refs/heads/main' || github.ref == 'refs/heads/develop'
steps:
- name: Checkout repository
uses: actions/checkout@v3
with:
lfs: true
fetch-depth: 0
- name: Get Release Tag
run: |
# Fetch all tags
git fetch --tags
# Get the latest version tag
LATEST_TAG=$(git tag -l "v[0-9]*.[0-9]*.[0-9]*" | sort -V | tail -n1)
if [ -z "$LATEST_TAG" ]; then
NEW_VERSION="1.0.0"
else
VERSION=${LATEST_TAG#v}
MAJOR=$(echo $VERSION | cut -d. -f1)
MINOR=$(echo $VERSION | cut -d. -f2)
PATCH=$(echo $VERSION | cut -d. -f3)
PATCH=$((PATCH + 1))
NEW_VERSION="${MAJOR}.${MINOR}.${PATCH}"
fi
TAG="v${NEW_VERSION}"
echo "RELEASE_TAG=$TAG" >> $GITHUB_ENV
echo "Using release tag: $TAG"
- name: Setup Unreal Engine
run: |
# Install necessary tools
brew install unar # Using unar instead of unrar (which is no longer available)
brew install coreutils # For realpath
# Use the correct path where Unreal Engine is installed
# Note: Paths with spaces need special handling
UE_PATH="/Users/Shared/Epic\ Games/UE_5.5"
UE_PATH="/Users/Shared/Epic Games/UE_5.5"
# Check the directory exists but use unescaped version for test
if [ ! -d "/Users/Shared/Epic Games/UE_5.5" ]; then
if [ ! -d "$UE_PATH" ]; then
echo "Error: Unreal Engine is not installed in the expected location"
echo "Please ensure Unreal Engine is installed at /Users/Shared/Epic Games/UE_5.5"
echo "Please ensure Unreal Engine is installed at $UE_PATH"
exit 1
fi
# Set environment variables with proper escaping
# Use double quotes to preserve the backslash escaping
echo "UE_ROOT=\"${UE_PATH}/Engine\"" >> $GITHUB_ENV
echo "UE_PATH=\"${UE_PATH}\"" >> $GITHUB_ENV
# Export variables directly for this script
export UE_ROOT="${UE_PATH}/Engine"
export UE_PATH="${UE_PATH}"
echo "Unreal Engine paths:"
echo "UE_ROOT=$UE_ROOT"
echo "UE_PATH=$UE_PATH"
# Set up environment for the build
UE_ENGINE_PATH="/Users/Shared/Epic Games/UE_5.5/Engine"
export DYLD_LIBRARY_PATH="$(pwd)/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib:${UE_ENGINE_PATH}/Source:${UE_ENGINE_PATH}/Binaries/Mac:/usr/local/lib:$DYLD_LIBRARY_PATH"
export DYLD_FRAMEWORK_PATH="${UE_ENGINE_PATH}/Binaries/Mac:$DYLD_FRAMEWORK_PATH"
export DYLD_FALLBACK_LIBRARY_PATH="${UE_ENGINE_PATH}/Binaries/Mac:${UE_ENGINE_PATH}/Source:/usr/local/lib:$DYLD_FALLBACK_LIBRARY_PATH"
# Set environment variable with the correct Engine path
echo "UE_ROOT=$UE_PATH/Engine" >> $GITHUB_ENV
echo "Using Unreal Engine 5.5"
- name: Build Unreal Project
run: |
# Ensure required tools are installed
if ! command -v realpath &> /dev/null; then
echo "realpath not found, using alternative method for absolute path"
REALPATH_CMD="pwd -P"
chmod +x ./mac_build.sh
./mac_build.sh
- name: Prepare Mac release
run: |
echo "Preparing packaged files for release..."
# Create a directory for release files
mkdir -p PackagedReleases
# Debug: Show what we're packaging
echo "=== Packaging for Release ==="
echo "Build directory contents:"
ls -la Builds/
# Find the app bundle in the Builds directory
APP_PATH=$(find Builds -type d -name "*.app" | head -1)
if [ -n "$APP_PATH" ]; then
echo "Found app bundle: $APP_PATH"
# Get the app name
APP_NAME=$(basename "$APP_PATH")
# Create zip file of the app bundle
(cd $(dirname "$APP_PATH") && zip -r "../../PackagedReleases/${APP_NAME%.app}-macOS.zip" "$APP_NAME")
echo "Created packaged release: PackagedReleases/${APP_NAME%.app}-macOS.zip"
else
REALPATH_CMD="realpath"
echo "No .app bundle found in Builds directory"
# Look for a directory that might be a bundle but not named .app
MAIN_BUILD_DIR=$(find Builds -mindepth 1 -maxdepth 1 -type d | head -1)
if [ -n "$MAIN_BUILD_DIR" ]; then
echo "Found main build directory: $MAIN_BUILD_DIR"
DIR_NAME=$(basename "$MAIN_BUILD_DIR")
# Package this directory as if it were the app
(cd $(dirname "$MAIN_BUILD_DIR") && zip -r "../../PackagedReleases/${DIR_NAME}-macOS.zip" "$DIR_NAME")
echo "Created packaged release from main directory: PackagedReleases/${DIR_NAME}-macOS.zip"
else
# Package the entire Builds directory as a fallback
echo "No main directory found, packaging everything"
zip -r "PackagedReleases/LuckyRobots-macOS.zip" Builds
echo "Created fallback package: PackagedReleases/LuckyRobots-macOS.zip"
fi
fi
# Use direct path instead of environment variable
UE_ENGINE_PATH="/Users/Shared/Epic Games/UE_5.5/Engine"
echo "Packaged releases:"
ls -la PackagedReleases/
# Find project file (using direct find instead of recursive search for speed)
UPROJECT_PATH=$(find . -maxdepth 1 -name "*.uproject" -type f | head -1)
if [ -z "$UPROJECT_PATH" ]; then
echo "Error: Could not find .uproject file in root directory"
exit 1
fi
# Convert to absolute path (handle potential realpath availability issues)
if command -v realpath &> /dev/null; then
UPROJECT_ABSOLUTE_PATH=$(realpath "$UPROJECT_PATH")
else
UPROJECT_ABSOLUTE_PATH="$(cd "$(dirname "$UPROJECT_PATH")" && pwd)/$(basename "$UPROJECT_PATH")"
fi
echo "Project absolute path: $UPROJECT_ABSOLUTE_PATH"
# Make the project file readable and executable
chmod 755 "$UPROJECT_ABSOLUTE_PATH"
# Ensure RunUAT.sh is executable
chmod +x "${UE_ENGINE_PATH}/Build/BatchFiles/RunUAT.sh"
# Set environment variables again to ensure they're available in this step
export DYLD_LIBRARY_PATH="$(pwd)/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib:${UE_ENGINE_PATH}/Source:${UE_ENGINE_PATH}/Binaries/Mac:/usr/local/lib:$DYLD_LIBRARY_PATH"
export DYLD_FRAMEWORK_PATH="${UE_ENGINE_PATH}/Binaries/Mac:$DYLD_FRAMEWORK_PATH"
export DYLD_FALLBACK_LIBRARY_PATH="${UE_ENGINE_PATH}/Binaries/Mac:${UE_ENGINE_PATH}/Source:/usr/local/lib:$DYLD_FALLBACK_LIBRARY_PATH"
# Verify library locations once more
echo "Verifying library locations before build:"
echo "DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH"
ls -la "${UE_ENGINE_PATH}/Source/mujoco.dylib" || echo "Library not found in ${UE_ENGINE_PATH}/Source"
# Speed up build by using optimal parameters
echo "Starting build process..."
"${UE_ENGINE_PATH}/Build/BatchFiles/RunUAT.sh" BuildCookRun \
-project="$UPROJECT_ABSOLUTE_PATH" \
-noP4 \
-platform=Mac \
-clientconfig=Development \
-cook -build -stage -pak -archive \
-archivedirectory="$(pwd)/Build" \
-SkipCookingEditorContent \
-iterativecooking \
-fastcook \
-compressed \
-allmaps
- name: Upload build artifacts
- name: Upload macOS Build Artifact
uses: actions/upload-artifact@v3
if: success()
with:
name: macos-build
path: Build/
retention-days: 7
name: LuckyRobots-macOS
path: PackagedReleases/*-macOS.zip
retention-days: 365
- name: Create Release Note
run: |
echo "## macOS Build Completed" > release-note.md
echo "" >> release-note.md
echo "macOS build is available as an artifact." >> release-note.md
echo "" >> release-note.md
echo "Download from: [macOS Build](https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-macOS)" >> release-note.md
- name: Create Gitea Release
if: github.ref == 'refs/heads/main' || github.ref == 'refs/heads/develop'
uses: https://gitea.com/actions/gitea-release-action@main
with:
token: ${{ secrets.GITEATOKEN }}
tag_name: ${{ env.RELEASE_TAG }}
title: "Release ${{ env.RELEASE_TAG }} - macOS"
body: |
## macOS Build Available as Artifact
The macOS build is available as an artifact due to its large file size.
[Download macOS Build](https://luckyrobots.com/luckyrobots/luckyworld/actions/runs/${{ github.run_id }}/artifacts/LuckyRobots-macOS)
Built from commit: ${{ github.sha }}
files: release-note.md

52
.gitignore vendored

@ -1,77 +1,43 @@
BP_Puralink
BP_Revolute
# Visual Studio 2015 user specific files
.vs/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/*
Plugins/**/Binaries/*
# Builds
Build/*
Builds/*
*.app
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/*
Plugins/**/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*
.DS_Store
/RobotData
#this only is the Binaries folder on the root, not the Binaries folder in the plugin folders
/Binaries/
*.app/

16
.vsconfig Normal file

@ -0,0 +1,16 @@
{
"version": "1.0",
"components": [
"Microsoft.Net.Component.4.6.2.TargetingPack",
"Microsoft.VisualStudio.Component.Unreal.Workspace",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.ATL",
"Microsoft.VisualStudio.Component.VC.14.38.17.8.x86.x64",
"Microsoft.VisualStudio.Component.VC.Tools.x86.x64",
"Microsoft.VisualStudio.Component.Windows11SDK.22621",
"Microsoft.VisualStudio.Workload.CoreEditor",
"Microsoft.VisualStudio.Workload.ManagedDesktop",
"Microsoft.VisualStudio.Workload.NativeCrossPlat",
"Microsoft.VisualStudio.Workload.NativeDesktop",
"Microsoft.VisualStudio.Workload.NativeGame"
]
}

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@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.get-task-allow</key>
<true/>
</dict>
</plist>

@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict/>
</plist>

@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.get-task-allow</key>
<true/>
</dict>
</plist>

@ -0,0 +1 @@
pR°M0# com.apple.security.app-sandboxÿ0& !com.apple.security.get-task-allowÿ

@ -0,0 +1,44 @@
#!/bin/sh
set -eo pipefail
SRC_EXE="${UE_BINARIES_DIR}/${UE_UBT_BINARY_SUBPATH}"
DEST_EXE="${CONFIGURATION_BUILD_DIR}/${EXECUTABLE_PATH}"
DEST_EXE_DIR=`dirname "${DEST_EXE}"`
echo Copying executable and any standalone dylibs into ${DEST_EXE_DIR} but do not overwrite unless src is newer
mkdir -p "${DEST_EXE_DIR}"
rsync -au "${SRC_EXE}" "${DEST_EXE}"
ditto "/Users/d/Projects/LuckyWorld/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib/mujoco.dylib" "${DEST_EXE_DIR}/libmujoco.3.2.7.dylib"
# Skip syncing if desired
if [[ ${UE_SKIP_STAGEDDATA_SYNC} -eq 1 ]]; then exit 0; fi
# When building engine projects, like UnrealGame, we don't have data to stage unless something has specified UE_OVERRIDE_STAGE_DIR
if [[ -z ${UE_OVERRIDE_STAGE_DIR} ]]; then
STAGED_DIR="${UE_PROJECT_DIR}/Saved/StagedBuilds/${UE_TARGET_PLATFORM_NAME}"
else
STAGED_DIR="${UE_OVERRIDE_STAGE_DIR}"
fi
if [[ -z ${STAGED_DIR} ]]; then exit 0; fi
# Make sure the staged directory exists and has files in it
if [[ ! -e "${STAGED_DIR}" || ! $(ls -A "${STAGED_DIR}") ]]; then
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged build directory. The Staged location is:"
echo " ${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi
echo "Syncing ${STAGED_DIR} to ${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
if [[ -e "${STAGED_DIR}" ]]; then
rsync -a --delete --exclude="/Info.plist" --exclude="/Manifest_*" --exclude="/*.app" "${STAGED_DIR}/" "${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
else
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged sync source directory. The Staged SyncSource location is:"
echo "${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi

@ -0,0 +1,44 @@
#!/bin/sh
set -eo pipefail
SRC_EXE="${UE_BINARIES_DIR}/${UE_UBT_BINARY_SUBPATH}"
DEST_EXE="${CONFIGURATION_BUILD_DIR}/${EXECUTABLE_PATH}"
DEST_EXE_DIR=`dirname "${DEST_EXE}"`
echo Copying executable and any standalone dylibs into ${DEST_EXE_DIR} but do not overwrite unless src is newer
mkdir -p "${DEST_EXE_DIR}"
rsync -au "${SRC_EXE}" "${DEST_EXE}"
ditto "/Users/d/Projects/LuckyWorld/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/lib/mujoco.dylib" "${DEST_EXE_DIR}/libmujoco.3.2.7.dylib"
# Skip syncing if desired
if [[ ${UE_SKIP_STAGEDDATA_SYNC} -eq 1 ]]; then exit 0; fi
# When building engine projects, like UnrealGame, we don't have data to stage unless something has specified UE_OVERRIDE_STAGE_DIR
if [[ -z ${UE_OVERRIDE_STAGE_DIR} ]]; then
STAGED_DIR="${UE_PROJECT_DIR}/Saved/StagedBuilds/${UE_TARGET_PLATFORM_NAME}"
else
STAGED_DIR="${UE_OVERRIDE_STAGE_DIR}"
fi
if [[ -z ${STAGED_DIR} ]]; then exit 0; fi
# Make sure the staged directory exists and has files in it
if [[ ! -e "${STAGED_DIR}" || ! $(ls -A "${STAGED_DIR}") ]]; then
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged build directory. The Staged location is:"
echo " ${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi
echo "Syncing ${STAGED_DIR} to ${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
if [[ -e "${STAGED_DIR}" ]]; then
rsync -a --delete --exclude="/Info.plist" --exclude="/Manifest_*" --exclude="/*.app" "${STAGED_DIR}/" "${CONFIGURATION_BUILD_DIR}/${CONTENTS_FOLDER_PATH}/UE"
else
echo =========================================================================================
echo "WARNING: To run, you must have a valid staged sync source directory. The Staged SyncSource location is:"
echo "${STAGED_DIR}"
echo "Use the editor's Platforms menu, or run a command like::"
echo "./RunUAT.sh BuildCookRun -platform=Mac -project=<project> -build -cook -stage -pak"
echo =========================================================================================
exit -0
fi

@ -0,0 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleIconFile</key>
<string>AppIcon</string>
<key>CFBundleIconName</key>
<string>AppIcon</string>
</dict>
</plist>

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@ -0,0 +1,7 @@
{
"BuildId": "37670630",
"Modules":
{
"LuckyWorld": "UnrealEditor-LuckyWorld.dylib"
}
}

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@ -0,0 +1,7 @@
{
"BuildId": "37670630",
"Modules":
{
"LuckyWorld": "UnrealEditor-LuckyWorld-Win64-DebugGame.dll"
}
}

@ -1,7 +1,7 @@
{
"BuildId": "3DA13EC1-4E26-42D4-D22C-198304AE847E",
"BuildId": "37670630",
"Modules":
{
"Luckyrobots": "UnrealEditor-Luckyrobots.dll"
"LuckyWorld": "UnrealEditor-LuckyWorld.dll"
}
}

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@ -57,18 +57,18 @@ r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.Lumen.HardwareRayTracing=True
r.Lumen.HardwareRayTracing.LightingMode=0
r.Lumen.HardwareRayTracing=False
r.Lumen.HardwareRayTracing.LightingMode=2
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
r.Lumen.TraceMeshSDFs=1
r.Lumen.TraceMeshSDFs=0
r.Lumen.ScreenTracingSource=0
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=True
r.Lumen.Reflections.HardwareRayTracing.Translucent.Refraction.EnableForProject=False
r.MegaLights.EnableForProject=False
r.RayTracing.Shadows=False
r.Shadow.Virtual.Enable=1
r.RayTracing=True
r.Shadow.Virtual.Enable=0
r.RayTracing=False
r.RayTracing.UseTextureLod=False
r.PathTracing=True
r.PathTracing=False
r.GenerateMeshDistanceFields=True
r.DistanceFields.DefaultVoxelDensity=0.200000
r.Nanite.ProjectEnabled=True
@ -99,10 +99,10 @@ r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=True
r.AntiAliasingMethod=2
r.MSAACount=4
r.MSAACount=2
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.ScreenPercentage.Default=100.000000
r.ScreenPercentage.Default=85.000000
r.ScreenPercentage.Default.Desktop.Mode=1
r.ScreenPercentage.Default.Mobile.Mode=0
r.ScreenPercentage.Default.VR.Mode=0
@ -248,7 +248,7 @@ GameDefaultMap=/Game/Map/SelectLevel.SelectLevel
GlobalDefaultGameMode=/Game/Blueprint/Game/BP_LuckyRobots.BP_LuckyRobots_C
GlobalDefaultServerGameMode=/Game/luckyBot/blueprint/gameBP/luckycar.luckycar_C
GameInstanceClass=/Game/Blueprint/Game/BP_LuckyGameinstanceMode.BP_LuckyGameinstanceMode_C
EditorStartupMap=/Game/Levels/House05/Maps/AIUE_vol8_04.AIUE_vol8_04
EditorStartupMap=/Game/Map/Test_Level.Test_Level
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
SpatializationPlugin=
@ -319,3 +319,18 @@ RuntimeGeneration=Dynamic
[/Script/AIModule.CrowdManager]
MaxAgentRadius=100.000000
[/Script/FFXFSR3Settings.FFXFSR3Settings]
r.FidelityFX.FSR3.EnabledInEditorViewport=True
r.FidelityFX.FSR3.UseSSRExperimentalDenoiser=True
r.FidelityFX.FSR3.QualityMode=2
r.FidelityFX.FSR3.Enabled=True
[/Script/DLSS.DLSSSettings]
bEnableDLSSInEditorViewports=True
bEnableDLSSD3D12=False
bEnableDLSSD3D11=False
bEnableDLSSVulkan=False
[/Script/Engine.Engine]
NearClipPlane=0.100000

@ -110,6 +110,7 @@ bSkipMovies=False
+MapsToCook=(FilePath="/Game/Maps/House03/Maps/ParisLevel")
+MapsToCook=(FilePath="/Game/Maps/House04/Maps/MarseilleLevel")
+MapsToCook=(FilePath="/Game/Levels/kitchenLevel/kitchenLevel1")
+MapsToCook=(FilePath="/Game/Map/Test_Level")
+DirectoriesToAlwaysCook=(Path="/NNEDenoiser")
bRetainStagedDirectory=False
CustomStageCopyHandler=

@ -82,5 +82,5 @@ DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput
DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
-ConsoleKeys=Tilde
+ConsoleKeys=Tilde
+ConsoleKeys=Tab

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