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import-carla-ue58-walker

Import a custom pedestrian into CARLA on UE 5.8, connect it to the shared animation skeleton, and verify that it moves. Export an existing walker as an FBX starting point or investigate a walker that stands still.

OriginalShow the original description

Imports a pedestrian into CARLA on UE 5.8 as a spawnable, animating walker — imports the skinned FBX bound to CARLA's shared pedestrian skeleton, duplicates a donor walker blueprint and repoints it at the new mesh, and registers it in WalkerParameters.json as walker.pedestrian.<id>. Can also export a shipped walker to FBX, which is how you obtain a rig-conforming mesh to start from. Use when the user asks to "import a walker/pedestrian", "add a custom character", "clone a walker", or has a walker that spawns but stands still.

See how to install

Good for

  • Add a custom pedestrian to CARLA
  • Export an existing walker as an FBX for editing
  • Investigate a walker that spawns but does not move
  • Import and verify a GEN3 pedestrian

Files included (6)

  • SKILL.md9.6 KB
  • references/walkers.md8.4 KB
  • scripts/check_env.sh9.7 KB
  • scripts/editor/walker_editor.py9.4 KB
  • scripts/env.sh5.0 KB
  • scripts/import_walker.py22.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Import a walker on UE 5.8

Paths. scripts/… and references/… below are relative to the directory holding this SKILL.md. Your working directory is the user's project, not that directory, so prefix them with its absolute path or the command is not found.

A walker is three artefacts, not one. Miss any and it either never appears or appears and never moves:

skinned FBX
  --import, bound to the SHARED skeleton-->  SkeletalMesh
  --duplicate a donor BP, repoint its mesh-->  BP_<Name>_C
  --WalkerParameters.json entry-->  walker.pedestrian.<id>

Two things make this harder than [[import-carla-ue58-prop]]:

  • The registry points at a blueprint class, not a mesh. So a blueprint has to exist, and it is made by duplicating a donor — the skeletal mesh and anim class live on the compiled class's CDO, and a fresh subclass would need a recompile, which resets both to the parent's defaults.
  • The skeleton binding decides whether it animates, and getting it wrong fails silently. Bind to CARLA's shared Skel_Pedestrian_G2/G3 and the pedestrian animation set drives your mesh. Let the importer create its own skeleton — the default — and you get a structurally identical private skeleton, a walker that registers, spawns, looks right and stands still. No warning anywhere.

Instructions

Progress:
- [ ] Step 1: Check prerequisites (bash scripts/check_env.sh)
- [ ] Step 2: donors — pick a donor and see the shared skeletons
- [ ] Step 3: get a rig-conforming FBX (export one if you have no art)
- [ ] Step 4: plan, then import
- [ ] Step 5: RESTART the server, then verify --spawn

Step 2-3: Donor, and where the FBX comes from

source scripts/env.sh

python3 scripts/import_walker.py donors

Lists the 38 shipped walkers with generation/gender/age, checks both shared skeletons exist, and reports free registry ids.

The FBX must be skinned to CARLA's pedestrian rig. If you have no such art, export a shipped walker — that is also the round-trip that validates the pipeline:

python3 scripts/import_walker.py export --walker 0015 --out ~/MyPed.fbx

Measured on walker 0015: a 1.72 MB FBX, mesh 1.69 × 0.34 × 1.84 m, skeleton Skel_Pedestrian_G2.

Step 4: Import

python3 scripts/import_walker.py plan   ~/MyPed.fbx --name MyPed
python3 scripts/import_walker.py import ~/MyPed.fbx --name MyPed
FlagEffect
--nameasset and blueprint name; the FBX is staged as <name>.fbx first, because the imported asset takes the file's name
--gen 2|3which shared skeleton to bind to (default 2)
--idregistry id (default: first free from 0090)
--donordonor id or blueprint path (default: lowest id of that generation)
--gender, --ageoverride the donor's values
--scaleimport_uniform_scale
--no-registerimport without touching the registry

import fails loudly if the mesh ends up on a private skeleton, rather than registering a walker that cannot animate.

Step 5: Restart, verify

Definitions load once at startup. A walker registered against a running server does not appear until it restarts.

cd ../run-carla-ue58-server && bash scripts/run_server.sh stop
DETACH=1 bash scripts/run_server.sh game

cd ../import-carla-ue58-walker
python3 scripts/import_walker.py verify --id 0090 --spawn

verify --spawn checks the registry entry, the blueprint on disk, the blueprint library, then spawns it, drives it with a WalkerControl and asserts a non-zero peak speed. That last check is the only proof the shared skeleton's animations are driving the mesh — a private-skeleton walker spawns and reads exactly 0.00 m/s. It also reports the bone count.

Verified output:

PASS registered: gen2 Female Adult -> /Game/Carla/Blueprints/Walkers/BP_SkillPed.BP_SkillPed_C
PASS blueprint on disk   PASS walker.pedestrian.0090 in the blueprint library
PASS spawned id=25 bbox 1.68 x 0.30 x 1.83 m
PASS peak 1.40 m/s under WalkerControl — the shared skeleton's animations are
     driving it (net travel 0.09 m)
PASS 66 bones readable

The check asserts on peak SPEED, not distance travelled, and that matters. Measured on a stock walker: peak 1.40 m/s — exactly the commanded speed — with 0.09 m of net travel, because get_spawn_points() returns vehicle bays that can be boxed in by geometry, so the walker treadmills against a wall. Speed proves the mesh/skeleton/anim chain is live; displacement only proves the spot was open. An earlier version of this skill asserted on distance and reported ~107 m, which was the distance from the world origin: in asynchronous mode a just-spawned actor reads back (0,0,0) until the first tick lands, so a start sampled immediately is meaningless. verify now settles for 20 ticks before its first sample.

Undo

python3 scripts/import_walker.py revert --name MyPed         # dry run
python3 scripts/import_walker.py revert --name MyPed --yes

Removes the registry entry, the mesh directory and the blueprint. import/revert back WalkerParameters.json up first.

Examples

Example 1: "clone an existing pedestrian so I can modify it"

export --walker 0015 --out ~/Ped.fbx, edit in your DCC tool keeping the skin weights, then import ~/Ped.fbx --name MyPed. Restart, verify --spawn.

Example 2: "my walker spawns but doesn't move"

The mesh is on a private skeleton. verify --spawn catches it (peak 0.00 m/s); note that near-zero net travel with a healthy peak speed is not this fault, it is an enclosed spawn point. Re-import — import refuses to register in that state, so it cannot happen through this skill; it happens when importing by hand or through the editor UI.

Example 3: "add a GEN3 pedestrian"

--gen 3 picks Skel_Pedestrian_G3 and a generation-3 donor. Mixing a GEN3 mesh onto the GEN2 skeleton gives a bound-but-wrong result: the bone names differ.

Example 4: "the asset is called wexport instead of MyPed"

The imported asset takes the FBX filename. --name handles this by staging a renamed copy, so pass --name rather than renaming files yourself.

Troubleshooting

Problem: the process segfaults during export Cause: a commandlet. Exporter.run_asset_export_task on a SkeletalMesh asserts — Assertion failed: MeshObject [SkinnedMeshComponent.cpp:4987] — under both -nullrhi and -RenderOffScreen. Solution: this skill uses a full editor for both halves; make sure DISPLAY is set.

Problem: the command hangs for minutes and times out Cause: a full editor driven with -ExecutePythonScript does not exit when the script ends — it opens the GUI and stays. Solution: the in-editor script calls quit_editor() in a finally. If you write your own, do the same.

Problem: editor exited -11 but the output is there Cause: the known ue58 shutdown segfault, same as the server's. Solution: ignore it; the skill warns and continues, judging by the result file.

Problem: mesh bound to <X> instead of the shared <Y> Cause: the shared skeleton could not be loaded, so the importer made its own. Solution: donors verifies both skeleton paths. They live under Static/Pedestrian/00_GenericComponents/**Definitions**/ — a path that is easy to guess wrong.

Problem: no SkeletalMesh produced — is the FBX skinned? Cause: the FBX has no skin weights, or only a static mesh. Solution: a walker needs a skinned mesh; a static mesh is a prop ([[import-carla-ue58-prop]]).

Problem: the walker never spawns anywhere Cause: often the location, not the asset. get_random_location_from_navigation() returns points where no walker spawns — the stock walkers fail there too. Solution: verify falls back to map spawn points with a z-offset. Do the same in your own code before concluding the asset is broken.

Problem: duplicate_asset failed Cause: the donor blueprint path is wrong, or a stale target is locked by a running editor. Solution: close the editor; donors prints exact donor class paths.

Outputs

Content/Carla/Static/Pedestrian/<Name>/ (skeletal mesh + materials), Content/Carla/Blueprints/Walkers/BP_<Name>, and an entry in WalkerParameters.json with a backup beside it — giving walker.pedestrian.<id> after the next server start. donors, list, plan and verify are read-only; export writes only the FBX; revert removes all three.

The three-artefact model, skeleton binding, the editor-vs-commandlet split and the measured round-trip are in references/walkers.md.

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