Imports FBX meshes into a CARLA source build as spawnable static.prop.* blueprints — pass a directory whose subdirectories name the semantic tags, or a single FBX with its tag, and the props are imported into content, registered, added to the prop factory and verified by spawning. Use when the user asks to "add a prop to CARLA", "import an FBX as a prop", "add street furniture/benches/signs", or needs a custom mesh spawnable from the Python API.
Scanned 9/20/2026
Install to Claude Code
npx -y skills add carla-simulator/carla-agentic-tools --skill import-carla-prop --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Import Carla Prop?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/carla-simulator-import-carla-prop)More formats (shields.io, HTML) on the badges page.
---
name: import-carla-prop
description: Imports FBX meshes into a CARLA source build as spawnable static.prop.* blueprints — pass a directory whose subdirectories name the semantic tags, or a single FBX with its tag, and the props are imported into content, registered, added to the prop factory and verified by spawning. Use when the user asks to "add a prop to CARLA", "import an FBX as a prop", "add street furniture/benches/signs", or needs a custom mesh spawnable from the Python API.
license: MIT
compatibility: Linux. Requires a built CarlaUnreal UE 4.26 fork (UE4_ROOT) and a built CARLA checkout — this skill checks for both and defers to build-carla-ue4, it never builds. Importing needs no Python environment; verifying needs one that imports `carla`. A whole directory is one editor boot, a couple of minutes.
metadata:
group: ue4
requires: build-carla-ue4
prerequisites: scripts/check_env.sh
reference: references/props.md
---
# Import a prop into CARLA
> **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.
```bash
# a directory — each subdirectory names the semantic tag for what is inside
python3 scripts/import_prop.py ~/meshes/props
# a single file — state its tag
python3 scripts/import_prop.py ~/meshes/Windmill.fbx --tag Building
```
Each mesh is imported into `/Game/Carla/Static/<Tag>/<Name>`, registered in
`Content/Carla/Config/Default.Package.json`, and added to `PropFactory` — after
which it spawns exactly like a native CARLA prop:
```py
barrier_bp = bp_lib.find('static.prop.policebarrier')
for spawn_loc in spawn_locations:
world.spawn_actor(barrier_bp, spawn_loc)
```
> Pipeline detail, schema and the P-lessons: [`references/props.md`](references/props.md).
## Instructions
```
Prop Import Progress:
- [ ] Step 1: Check prerequisites — hand off to build-carla-ue4 on a build FAIL
- [ ] Step 2: Import (one command, one editor boot)
- [ ] Step 3: Verify the props spawn on a running server
- [ ] (opt-in) Export as a standalone package
```
### Step 1: Check prerequisites
```bash
bash scripts/check_env.sh
```
What must exist is a **runnable editor for this project**: `UE4_ROOT`, the
checkout, a built `CarlaUE4Editor`, and `PythonScriptPlugin`.
**This skill never builds.** On a FAIL naming UE4, `CarlaUE4Editor` or missing
content, stop and run [[build-carla-ue4]] against that checkout, then come back.
The check also reports whether `Content/Carla` is a **symlink to a shared content
clone** — if so, everything below lands in a tree every other checkout sees.
`--package NAME` keeps an import out of it.
### Step 2: Import
The directory form takes each prop's tag from the first level below the path you
give — the same shape as the destination:
```
~/meshes/props/
├── Building/Windmill.fbx
├── Static/Bench_Modern.fbx
└── Dynamic/Crate.fbx
```
Any directory works. An FBX loose in the root, or under a directory that is not a
tag, is an error before the editor boots.
**`size` is measured, not asked.** `EPropSize` is defined by physical scale, so
the importer reads the mesh's bounding box and reports it:
```
[import] OK static.prop.windmill 3.2 x 3.1 x 12.4 m size=huge (measured) 412 KB
```
Read the dimensions: a mesh exported at the wrong scale shows up here. `--size`
overrides.
**`tag` cannot be measured and is never defaulted.** It sets the semantic
segmentation label, and a wrong one is labelled `None` with nothing raised. When
filling it in from a request rather than from directory names:
| the object is… | tag |
|---|---|
| bolted-down street furniture — bench, ATM, bus stop, fountain, mailbox, vending machine | `Static` |
| portable or knockable — bin, box, bag, cone, chair, cart, barrier | `Dynamic` |
| a structure with mass — kiosk, shed, windmill, tower | `Building` |
| a plant | `Vegetation` |
| a post — street light, sign post, bollard | `Pole` |
| road-surface debris | `Other` |
Say which tag you chose and why in one line, so the user can correct it before
anything is written. When the object is ambiguous, ask.
Other flags:
| flag | why |
|---|---|
| `--name` | prop name for a single file; defaults to the FBX stem |
| `--package NAME` | import into its own `/Game/NAME/` tree — self-contained, exportable, touches no shared content, no factory entry |
| `--no-factory` | skip `PropFactory`; the registry entry alone still makes the prop spawnable |
| `--mesh` | nominate one mesh when a multi-mesh FBX yields several |
| `--verbose` | stream the editor log instead of capturing it |
The importer stats every `.uasset` at the path it registered and fails if one is
missing or too small to hold geometry.
### Step 3: Verify they spawn
Start a server ([[run-carla-server]] — the default `-nullrhi` mode is enough,
props need no rendering to spawn):
```bash
bash ../run-carla-server/scripts/run_server.sh Town10HD 2000 >/tmp/carla_server.log 2>&1 &
until nc -z 127.0.0.1 2000; do sleep 1; done
python3 scripts/verify_prop.py --name Windmill
pkill -x UE4Editor # clean stop — never pkill -f (run-carla-server S3)
```
`verify_prop.py` filters, finds, spawns and destroys each prop. Blueprint ids are
**lowercase**: `static.prop.windmill`.
Add `--keep` to leave the props standing, paired with a windowed server.
**This is where the skill stops by default.**
### Optional: export as a standalone package
Only for `--package` imports, and only when the request asks to distribute the
props — the stock route has nothing separate to export:
```bash
python3 scripts/import_prop.py ~/meshes/props --package MyProps
PACKAGES=MyProps bash ../package-carla-ue4/scripts/package.sh
# -> Dist/MyProps_<tag>.tar.gz, installable into a release via ImportAssets.sh
```
## Examples
**Example 1: one prop**
User says: "add this windmill FBX to CARLA as a prop"
```bash
bash scripts/check_env.sh
python3 scripts/import_prop.py ~/models/Windmill.fbx --tag Building
python3 scripts/verify_prop.py --name Windmill
```
Result: `static.prop.windmill` spawnable from any `carla.Client`.
**Example 2: a directory of props**
User says: "import all the street furniture in this folder"
Arrange it by tag once, then import in a single boot:
```bash
python3 scripts/import_prop.py ~/meshes/street_furniture
python3 scripts/verify_prop.py --package Carla # every prop in the stock set
```
**Example 3: import and distribute (opt-in)**
User says: "import these props and give me a package I can drop into a release"
Use `--package MyProps`, verify with `--package MyProps`, then
`PACKAGES=MyProps bash ../package-carla-ue4/scripts/package.sh`.
## Troubleshooting
**Error: `CarlaUE4Editor not built` / `UE4 not built`**
Cause: the checkout is not built; this skill has no build step.
Solution: run [[build-carla-ue4]] against that checkout, then re-run the check.
**Error: `these FBX files sit directly in <dir> with no tag directory`**
Cause: the directory form needs `<dir>/<Tag>/mesh.fbx`.
Solution: move each mesh into a subdirectory named for its semantic tag, or
import it on its own with `--tag`.
**Error: `the editor produced no result`**
Cause: the editor died before finishing.
Solution: re-run with `--verbose` and read the **first** error, not the last.
**Error: `the import produced no StaticMesh`**
Cause: the FBX holds no static mesh geometry — skeletal-only, curves, or an
unreadable FBX version.
Solution: re-export as a static mesh FBX, with the origin of geometry at the
scene origin: that becomes the prop's anchor point.
**Error: `the import produced N static meshes and none was nominated`**
Cause: a multi-node FBX the importer could not merge, or `--no-combine`.
Solution: pass `--mesh <object path>` to choose one, or re-export as a single
mesh. Name collision hulls `UCX_<MeshName>` so they are absorbed rather than
imported as their own asset (P4).
**Error: `the editor reported success but no asset on disk at …`**
Cause: the import was rolled back or written elsewhere; the registry entry would
point at nothing.
Solution: re-run with `--verbose`; the first FBX error explains it.
**Error: `static.prop.<name>` missing from the blueprint library**
Cause: the registry entry is missing, or its `path` points at an asset that does
not exist (P1, P4).
Solution: check the registry file the importer printed. Note the id is
**lowercased** (P6).
**Error: the prop spawns but semantic segmentation labels it `None`**
Cause: a tag `ATagger::GetLabelByFolderName` does not recognise (P2).
Solution: re-import under a tag from the table above.
## Outputs
- `Content/<Root>/Static/<Tag>/<Name>/<Mesh>.uasset` — the imported mesh
(`<Root>` is `Carla` by default, or your `--package` name).
- `Content/Carla/Config/Default.Package.json` — the registration that makes each
prop spawnable as `static.prop.<name>`; with `--package`, it is
`Content/<Name>/Config/<Name>.Package.json`, which is also what
[[package-carla-ue4]] needs to export the package.
- `Content/Carla/Blueprints/Props/PropFactory.uasset` — the factory entry, unless
`--no-factory` or `--package`.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!