docs/build_linux.md
The current recommended and tested environment is Ubuntu 18.04 LTS. Theoretically, you can build on other distros as well, but we haven't tested it.
We've two options - you can either build inside docker containers or your host machine.
Please see instructions here
Make sure you are registered with Epic Games. This is required to get source code access for Unreal Engine.
Clone Unreal in your favorite folder and build it (this may take a while!). Note: We only support Unreal >= 4.27 at present. We recommend using 4.27.
# go to the folder where you clone GitHub projects
git clone -b 4.27 [email protected]:EpicGames/UnrealEngine.git
cd UnrealEngine
./Setup.sh
./GenerateProjectFiles.sh
make
# go to the folder where you clone GitHub projects
git clone https://github.com/Microsoft/AirSim.git
cd AirSim
By default AirSim uses clang 8 to build for compatibility with UE 4.27. The setup script will install the right version of cmake, llvm, and eigen.
./setup.sh
./build.sh
# use ./build.sh --debug to build in debug mode
Finally, you will need an Unreal project that hosts the environment for your vehicles. AirSim comes with a built-in "Blocks Environment" which you can use, or you can create your own. Please see setting up Unreal Environment if you'd like to setup your own environment.
Once AirSim is setup:
UnrealEngine installation folder and start Unreal by running ./Engine/Binaries/Linux/UE4Editor.AirSim/Unreal/Environments/Blocks (or your custom Unreal project)../Engine/Binaries/Linux/UE4Editor <AirSim_path>/Unreal/Environments/Blocks/Blocks.uprojectSee Using APIs and settings.json for various options available for AirSim usage.
!!! tip Go to 'Edit->Editor Preferences', in the 'Search' box type 'CPU' and ensure that the 'Use Less CPU when in Background' is unchecked.
A remote control is required if you want to fly manually. See the remote control setup for more details.
Alternatively, you can use APIs for programmatic control or use the so-called Computer Vision mode to move around using the keyboard.