Customize Scenes Using Simulink and Unreal Editor
After you install the Aerospace Blockset™ Interface for Unreal Engine® Projects support package as described in Install Support Package and Configure Environment, you can simulate in custom scenes simultaneously from both the Unreal® Editor and Simulink®. By using this co-simulation framework, you can add aircraft and sensors to a Simulink model and then run this simulation in your custom scene.
To use a project that you developed using a prior release of the support package, first migrate the project to the currently supported Unreal Engine. See Migrate Projects Developed Using Prior Support Packages.
Open Unreal Editor
Simulink will fail to establish a connection with the editor if you open the Unreal Editor outside MATLAB® or Simulink. To establish this connection, you must open your project from a Simulink model or use a MATLAB function.
The first time that you open the Unreal Editor, you might be asked to rebuild
UE4Editor DLL files
AutoVrtlEnv module. Click Yes to rebuild
these files or modules. The editor also prompts you that new plugins are available. Click
Manage Plugins and verify that the MathWorks
Interface plugin is installed. This plugin is the
MathWorksSimulation.uplugin file that you copied into your Unreal Editor installation in Install Support Package and Configure Environment.
Messages about files with the name
'_BuiltData' indicate missing
lighting data for the associated level. You should rebuild these levels' lighting before
shipping an executable
If you receive a warning that the lighting needs to be rebuilt, from the toolbar above
the editor window, select Build > Build Lighting Only. The editor issues this warning the first time you open a scene or when you
add new elements to a scene. To use the lighting that comes installed with
AutoVrtlEnv in Aerospace Blockset, see Use AutoVrtlEnv Project Lighting in Custom Scene.
Open Unreal Editor from Simulink
Open a Simulink model configured to simulate in the 3D environment. At a minimum, the model must contain a Simulation 3D Scene Configuration block.
In the Simulation 3D Scene Configuration block of this model, set the Scene source parameter to
In the Project parameter, browse for the project file that contains the scenes that you want to customize.
For example, this sample path specifies the
AutoVrtlEnvproject that comes installed with the Aerospace Blockset Interface for Unreal Engine Projects support package.This sample path specifies a custom project.
Click Open Unreal Editor. The Unreal Editor opens and loads a scene from your project.
Open Unreal Editor Using Command-Line Function
To open the
AutoVrtlEnv.uproject file that was copied from the
Aerospace Blockset Interface for Unreal Engine Projects support package, specify the path to where you copied this project. For
example, if you copied the
C:/Local/AutoVrtlEnv, use this code:
path = fullfile('C:','Local','AutoVrtlEnv','AutoVrtlEnv.uproject'); editor = sim3d.Editor(path); open(editor);
The editor opens the
To open your own project, use the same commands used to open the
AutoVrtlEnv.uproject file. Update the
variable with the path to your
.uproject file. For example, if you have
a project saved to the
C:/Local folder, use this code:
path = fullfile('C:','Local','myProject','myProject.uproject'); editor = sim3d.Editor(path); open(editor);
Create or Modify Scenes in Unreal Editor
After you open the editor, you can modify the scenes in your project or create new scenes.
In the Unreal Editor, scenes within a project are referred to as levels. Levels come in several types, and scenes have a level type of map.
To open a prebuilt scene from the
AutoVrtlEnv.uproject file, in the
Content Browser pane below the editor window, navigate to the MathWorksAerospaceContent > Maps folder. Then, double-click the map that corresponds to the scene you want to modify.
If the tree does not appear in the Content Browser, click the three-line icon in the top right corner of the browser. If MathWorksAerospaceContent does not appear in the tree, in the lower right corner of the browser, click View Options and select Show Engine Content and Show Plugin Content.
|Unreal Editor Map|
Aerospace Blockset Scene
Griffiss International Airport
To open a scene within your own project, in the Content Browser pane, navigate to the folder that contains your scenes.
Send Data to Scene
The Simulation 3D Message Get block retrieves data from the Unreal Engine 3D visualization environment. To use the block, you must configure scenes in the Unreal Engine environment to send data to the Simulink model.
Receive Data from Scene
The Simulation 3D Message Set block sends data to the Unreal Engine 3D visualization environment. To use the block, you must configure scenes in the Unreal Engine environment to receive data from the Simulink model.
Create New Scene
To create a new scene in your project, from the top-left menu of the editor, select File > New Level.
Alternatively, you can create a new scene from an existing one. This technique is
useful if you want to use one of the prebuilt scenes in the
project as a starting point for creating your own scene. To save a version of the
currently opened scene to your project, from the top-left menu of the editor, select File > Save Current As. The new scene is saved to the same location as the existing scene.
Add Assets to Scene
In the Unreal Editor, elements within a scene are referred to as assets. To add assets to a scene, you can browse or search for them in the Content Browser pane at the bottom and drag them into the editor window.
When adding assets to a scene it is helpful to understand the origin and orientation of that scene’s coordinate system.
|Map||Coordinate Direction||Origin and Orientation|
Aligned with the runway, X = 3532.5 meters at the start of the runway.
Y = 0 at runway center.
Z = 0 at ground level.
Aligned with true North, X = 200.1 meters at the threshold of runway 33.
Aligned with true East, Y = -194.7 meters at the threshold of runway 33.
Z matches actual elevation data, Z = 147.4 meters at ground level at the threshold of runway 33.
The Unreal Editor uses a left-hand Z-up coordinate system, where the Y-axis points to the right. The aerospace aircraft blocks in Aerospace Blockset use a right-hand Z-down coordinate system, where the Y-axis points to the right. When positioning objects in a scene, keep this coordinate system difference in mind.
When adding assets to a scene that is in the
you can choose from a library of aerospace-related assets. These assets are built as
static meshes and begin with the prefix
Search for these objects in the Content Browser pane.
For example, to add a hangar to a scene in the
In the Content Browser pane at the bottom of the editor, navigate to the MathWorksAerospaceContent folder.
Expand the Environment > Hangar > Mesh folder, or search for
SM_Hangar. Drag the hangar from the Content Browser into the editing window. You can then change the position of the hangar in the editing window or on the Details pane on the right, in the Transform section.
If you want to override the default weather or use enhanced fog conditions in the scene, add the Exponential Height Fog actor.
For more information on modifying scenes and adding assets, see Unreal Engine 5 Documentation.
To migrate assets from the
AutoVrtlEnv project into your own
project file, see the Unreal Engine documentation.
AutoVrtlEnv Project Lighting in Custom Scene
To use the lighting that comes installed with the
project in Aerospace Blockset, follow these steps.
On the World Settings tab, clear Force no precomputed lighting.
Under Build, select Lighting Quality > Production to rebuild the maps with production quality. Rebuilding large maps can take time.
Verify that the Simulink model and Unreal Editor are configured to co-simulate by running a test simulation.
In the Simulink model, click Run.
Clicking Run starts the Simulink side of the simulation but not Unreal Editor. Continue with the next two steps to start Unreal Editor cosimulating.
Verify that the Diagnostic Viewer window in Simulink displays this message:
In the Simulation 3D Scene Configuration block, you set the scene source to 'Unreal Editor'. In Unreal Editor, select 'Play' to view the scene.
This message confirms that Simulink has instantiated aircraft and other assets in the Unreal Engine 3D environment.
In the Unreal Editor, click Play. The simulation runs in the scene currently open in the Unreal Editor. If your Simulink model contains aircraft, these aircraft can move around in the scene that is open in the editor.
To control the view of the scene during simulation, in the Simulation 3D Scene Configuration block, select the aircraft name from the Scene view parameter. To change the scene view as the simulation runs, first left-click inside the editor view window, then use the numeric keypad in the editor. The table shows the position of the camera displaying the scene, relative to the aircraft selected in the Scene view parameter.
To smoothly change the camera views, use these key commands.
To stop a simulation, always use the stop button in Simulink and not the one in Unreal Editor.
For additional camera controls, use these key commands.
Cycle the view between all aircraft in the scene.
Mouse scroll wheel
Control the camera distance from the aircraft.
Toggle a camera lag effect on or off. When you enable the lag effect, the camera view includes:
This lag enables improved visualization of overall aircraft acceleration and rotation.
Toggle the free camera mode on or off. When you enable the free camera mode, you can use the mouse to change the pitch and yaw of the camera. This mode enables you to orbit the camera around the aircraft.
To restart a simulation, click Run in the Simulink model, wait until the Diagnostic Viewer displays the confirmation message, and then click Play in the editor. If you click Play before starting the simulation in your model, the connection between Simulink and the Unreal Editor is not established, and the editor displays an empty scene.
If you are co-simulating a custom project, to enable the numeric keypad, copy the
DefaultInput.ini file from the support package installation folder to
your custom project folder. For example, copy
After tuning your custom scene based on simulation results, you can then package the scene into an executable. For more details, see Package Custom Scenes into Executable.
Reparent Actor Blueprint
If you are using a scene from the
AutoVtrlEnv project that comes
installed with the Aerospace Blockset Interface for Unreal Engine Projects support package, skip this section. However, if you create a new scene based
off of one of the scenes in this project, then you must complete this section.
The first time that you open a custom scene from Simulink, you need to associate, or reparent, this project with the Sim3dLevelScriptActor level blueprint used in Aerospace Blockset. The level blueprint controls how objects interact with the 3D environment once they are placed in it. Simulink returns an error at the start of simulation if the project is not reparented. You must reparent each scene in a custom project separately.
To reparent the level blueprint, follow these steps:
In the Unreal Editor toolbar, select Blueprints > Open Level Blueprint.
In the Level Blueprint window, select File > Reparent Blueprint.
Click the Sim3dLevelScriptActor blueprint. If you do not see the Sim3dLevelScriptActor blueprint listed, use these steps to check that you have the
MathWorks Simulationplugin installed and enabled:
In the Unreal Editor toolbar, select Settings > Plugins.
In the Plugins window, verify that the MathWorks Interface plugin is listed in the installed window. If the plugin is not already enabled, select the Enabled check box.
If you do not see the MathWorks Interface plugin in this window, repeat step 3 in Configure Environment and reopen the editor from Simulink.
Close the editor and reopen it from Simulink.
Close the Level Blueprint window.
Install Cesium for Unreal Plugin
To customize Cesium® scenes, install the Cesium for Unreal Plugin and enable the
MathWorks Geospatial plugin.
Install the Cesium for Unreal plugin from https://cesium.com/unreal-marketplace/. Follow the directions to download the plugin.
MathWorks Geospatialplugin in the Unreal Editor. In the Unreal Editor toolbar, select Settings > Plugins.
In the Plugins window, verify that the MathWorks Geospatial plugin is listed in the installed window. If the plugin is not already enabled, select the Enabled check box.
Close the editor and reopen it from Simulink.