Road Editor

If you cant compile your project with the studio version, and its not free then why would anyone want to buy it? No way would I spend 29 € on a demo of a product that I can never actually use. I think you should reconsider having a demo version.

Strangely it was asked for education and portfolios, it is not my idea. And i do like others selling plugins outside marketplace. But i consider everythings, thanks for your advice.

Hi, @le Samedi
I received the email (01/11/2016) for license conversion and have sent at support@talos-studio.com the request for that, but no answer so far…
Also I can only just download the version 4.12 and 4.12 update

Ok i find you, message sended.

Hey

  1. I cant seem to connect the two end parts of the track to make it a complete loop.
  2. When you select road points, then move the camera they get deselected
  3. When you modify the terrain, then move one of the road points it destroys the terrain, it doesn’t blend in, it just resets the terrain to how it was when the point was placed.
  4. there is no undo support, so when it breaks the terrain its all gone.
  5. The end point changing auto dig on or off doesnt always work
  6. Changing terrain and the road seems to cause an editor crash (4.13)

You need a cross to connect the same road together :slight_smile:

Can you tell me where I can download the 4.13 version ? In my account I have only access to 4.12 version

Pro is 349€!? Are you serious? This is too much!

It’s still doing this weird thing at intersections. Any suggestions on how to adjust for that?

4.14 is out. Do you know when will Road Editor be available for 4.14?

I made a flat road. And, why, I see what fleet of the Terrain ?

Updated to 4.14

The road editor has been updated to 4.14. This is accompanied by an important update, we are now allowed to integrate the changes of topology, which makes it compatible with the native landscape edition of UE4.

4.13 will be available until the release of 4.15

Hi. Yes you need a cross or make the two points the same transform. Loop have not be implemented because not needed in most cases, and easy to do with point transforms.

You move the cam with left click ?

Yes, i just implement that. In most cases the terrain was imported, and no solution was found to integrate sculpt change without changing the engine code, until now.

Bad idea. Due to the ammount of data processed, you will have 3 undo if i implement this. I am still looking how to not impact the buffer size of UE4 Transaction system.

Fixed, but it have no sense on point (more for segments). The next update should integrate float beetween 0 and 1 for digging strength instead of checkbox anyway.

If you have a crash, i need to reproduce what you have done. Without much info, i did not find a crash for my part.

The pro license is mainly used for R&D in industry, university and some studios. The price predict the engineering support to avoid being left alone with a complex code. This is not done for independent studios.

The UVs of the cross ? It is not the plugin, but the cross mesh and the meshes are content examples. But if you have a better UVs to suggest, i’ll change it :wink:

The roads are elevated by 20 cm to avoid overlaping and the terrain passes over the road because of their difference in resolution. That is why road example content have extrusions. Try to move your flat road by 20 cm down in your modeling soft and you will see why. You can also try with Landscape Splines.

How do i download the update? i have the Personal License.

Nevermind, it was in my Downloads section on my account on the website. Thanks.

Hey, thanks for that, it sounds like you have addressed most of the issues I was seeing, The big one
was the terrain editing, so I will try that out, workflow wise it seems like a very logical
thing to setup and shape your race track/road, then to use Unreals terrain tools to sculpt
up and smooth the terrain around the road, it looks like you fixed the issue in the 4.14 update.

When testing the track with a vehicle, I need to be able to tweek the road placement and the terrain
together and have them work nicely together.

In regards to the deselecting, I come from a Maya background, so I prefer the Alt Navigation
method in unreal, (eg… Alt+Left Click is for Rotate), I’m guessing this is not handled in your code, so
any left click will cause a deselection of the road points.

Thanks for the update.

Hello. How do I access the 4.14 update?

Much better than Epics road BP plugin

Would the side spline guard rails be destructible? Does it have a component to attach to or spawn a elevated highway or expressway?