SMACC's first demo using Unreal Engine 5 (with VIDEO!)

Hi @lucasw,
Ok, so regarding the 404, you’re right, it’s not there. The pull request got merged and it’s right here…

The docker folder is of considerable importance in that you run all of your docker commands from there… https://github.com/robosoft-ai/SMACC2/tree/humble/smacc2_sm_reference_library/sm_dancebot_ue/docker

The readme in the docker folder is where the instructions are (currently a mess at the moment) and once the system is setup (you need to install UE5.1.1 - I recommend building from source, which also means signing up for access with Epic Games, you also need docker, nvidia-docker but that’s it), then you either build the docker container, or just download ours (which is what I would recommend).

To get the docker image, the best delivery mechanism we’ve got at the moment is for me to send it via wetransfer. So PM me with the subject line: DOCKER IMAGE REQUEST and I’ll send it over. It’s kind of big (75gb) but it’s not that bad and we’re going to try to make it smaller going forward.

Sidenote: For those reading. I would love to hear some recommendations for file sharing mechanisms/services and what not, to improve the situation above, but for background, know that I’ve given up on Google Drive (doesn’t work over ~35mb, its a known problem on their forums, and the complete joke of Google support), and Dropbox (no dropbox, you don’t get to just take over my system). At this point, I’m thinking of just FTP. Maybe I’ll self host. I dont’ know.

Alternatively, there are instructions on building the docker container from source, if you want to go that route.

Anyways, after that, on the docker readme, you’ll see Brett’s runtime notes, follow those instructions and you should be all set to take your first flight.

Again, I know we’re still in a primitive stage regarding documentation, but we’ll get there. I’m hoping this is something we can accomplish in the SMACC WG and I’d like to extend the invitation if you’re available.

Regarding Unreal’s support for Linux being second class… You’re right, it is.
This is the prime reason why I recommend building from source (not as scary as it sounds).
But once it’s done, the IDE runs with no problems.

The workflow you described though is no longer the case. A game-changer has been the Epic Asset Manager from Acheta Games. I recommend using the flatpack. With this, you can download anything you see or buy from the UE marketplace, usually then “installing” by just dragging the main folder into a UE Project’s Content folder.

And one thing I’ve found here, is that the assets work cross-platform generally (I haven’t found one that didn’t), even if they don’t say they do.

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