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CARLA Modernized Assets (Unreal Engine 5.7)

A cleaned, modernized port of the CARLA simulator art content, re-imported for Unreal Engine 5.7 (Nanite / Lumen / Substrate). This repository contains the Unreal project's Content/ tree plus the project and config files needed to open it in the editor.

What's included

CarlaAssets.uproject          # UE 5.7 project file
Config/                       # Engine/Editor/Game/Input .ini (anonymized)
Content/
├── Carla/
│   ├── Animations/           # Character/vehicle animation assets
│   ├── Blueprints/           # Vehicle, prop, and helper blueprints
│   ├── Maps/                 # Town01–Town07, Town10HD, Town11/12, TestMaps
│   └── Static/               # Static meshes + materials, by category:
│       Building, Car, Truck, Bus, Bicycle, Motorcycle, Pedestrian,
│       Road, RoadLine, SideWalk, Fence, Wall, Pole, StreetLight,
│       TrafficLight, TrafficSign, Vegetation, Terrain, Ground, Rock,
│       Water, Bridge, RailTrack, GuardRail, FX, GenericMaterials, …
└── Pipeline/
    └── FX/                   # Rain / weather VFX (Niagara + particle systems)
  • ~12,700 .uasset files and ~228 .umap levels
  • ~14 GB total (Git LFS)

Requirements

  • Unreal Engine 5.7
  • Plugins (declared in CarlaAssets.uproject): Modeling Tools Editor Mode, Movie Render Pipeline, Movie Pipeline Mask Render Pass, Geometry Scripting

Usage

# Clone (Git LFS required for the binary .uasset/.umap files)
git lfs install
git clone https://huggingface.co/datasets/<your-username>/carla_assets_modernized

Open CarlaAssets.uproject with Unreal Engine 5.7. The project boots into Town10HD_Opt by default; other maps are under Content/Carla/Maps/ (Town01–Town07, Town10HD, Town11/Town12, TestMaps).

Rendering notes (UE 5.7)

Config/DefaultEngine.ini ships with a few conservative renderer overrides that work around toolchain-specific UE 5.7 issues on Linux. They are documented inline and are safe to revert if your setup is unaffected:

  • Boots into Town10HD_Opt. If a SPIRV-Tools crash occurs on a Nanite material during editor-preview render (some Linux/Vulkan toolchains), set GameDefaultMap/EditorStartupMap back to /Engine/Maps/Entry.
  • r.Nanite.ProgrammableRaster=0 / r.Nanite.ComputeRasterization=0 — force hardware Nanite rasterization (programmable-raster materials fall back to non-Nanite at proxy LOD).
  • r.RayTracing.Geometry=0 — avoids a Nanite+WPO+RT crash; RT shadows/ reflections still function.

Lumen, Substrate, Virtual Shadow Maps, and ray tracing are otherwise enabled.

Licensing & attribution

These assets derive from the open-source CARLA project and are provided under CC-BY 4.0 (CARLA's art-asset license). Please credit:

"CARLA: An Open Urban Driving Simulator" — Computer Vision Center (CVC), Universitat Autònoma de Barcelona (UAB), and the CARLA contributors — https://carla.org

See LICENSE for details. Third-party marketplace content (RenderPeople scanned-pedestrian packs, Fab Marketplace blueprints) bundled with stock CARLA has been removed from this distribution because it is governed by separate, non-redistributable licenses. Obtain those from their original sources if needed.

Verify current CARLA licensing for your intended use before redistributing.

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