Road Editor

hey how do you merge the roads? i got the personal version and also trying to package it but cant find a way to merge all the roadactors together.

Thanks

You just select all the cross actors and road actors and go to Window > Developer Tools > Merge Actors into one Static Mesh.

Hi,

I’d purchased the Road editor, downloaded and installed the RoadEditorStudio_4.16.zip Plugin (and the update), but the system keeps complaining the following:

The following modules are missing or built with a different engine version:
UE4Editor-RoadEditor.dll
Would you like to rebuild them now? (Rebuild always fails)

Pretty disappointed, that the product does not install as expected, nor is there any documentation available.

Emailed Talos several times, no response either.

Anyone able to assist?

Thanks and b.rgds,
Thomas

Argh… i should have read about this dev before forking out the bucks to buy. bummer. i’m guessing 4.18 aint coming out soon

:-/

Not sure if still important, but have you tried putting the plugin in your project folder and not in the engine folder/directory?

Not sure if this is already been asked but, before I buy this is it also possible to make a custom road texture?

Please update to 4.18, please, i need to update but my project needs this plugin, i simply CANNOT do it without this plugin, Please, update this plugin before 4.19 comes out… i’m begging.

Hello. I can´t get to enable your plugin in the editor (UE 4.17.2). My project doesn’t have a Plugins folder… Can somebody guide me trough this process?

4.18!!! Thank you, talos studios. Hope you fixed some bugs as well.

Thank you for the update, Le Samedi.

Got the plugin since the default landscape spline tool is just too limited. So far working great - so easy to Place roads now. But with big 6km^2 map the road actors vanish when playing in editor (or simulating). No issues on tiny map and removing cull volume didnt help. Anyone else with similar problem? Cant even see the road actors listed in outliner so something seem to delete them. With tiny map the road actors stay there when playing. What I could be missing? :S

Edit: Now found it. Seems like sublevels cant be se “always loaded”. After setting them to “blueprint”, the roads appear now. Just strange that the landscape and roads are all in persistent (root) level.

EDIT2: Very strange stuff. If any sublevel is visible, then the roads get deleted instantly. If I load sublevel e.g. 5 seconds after play start in editor, first roads show but instanly when sublevel (that have only some static mesh actor, no any landscape) comes visible then the roads vanish.

EDiT3: Not having the issue in packed Project so no real problem. Loving the plugin so far.

Hi, all. I’ve encountered some issues while using this plugin with client side “World Origin Shifting”, some RoadActor’s SplineMeshComponents has wrong positions after world origin shifts.
So here is the fix in ARoadActor, just override these two methods:

I experience the same issue under the same conditions (large map; mine is tile-based created with world composition). Smaller pieces of the network appear, larger pieces only appear in standalone mode or packaged game.
The code from @plecheg does not solve this issue but might come in handy for future projects! Thanks!

Would appreciate any suggestions :slight_smile:

Hello, I really like you’re tool but I’m recreating all our nodes and noticed that if I delete a road or cross node it causes the engine to crash. Are you aware of this and if so is there a fix? Here’s a little video showing the error. I can post logs too if needed. I will PM if requested.

Hi, here is quick fix in file RoadNetworkEditor.cpp:



void FRoadNetworkEditor::DeleteNodes(const TArray<class UEdGraphNode*>& NodesToDelete) 
{

    if (NodesToDelete.Num() > 0)
    {

        for (int32 Index = 0; Index < NodesToDelete.Num(); ++Index)
        {
            if (!CanDeleteNode(NodesToDelete[Index])) {
                continue;
            }
            NodesToDelete[Index]->BreakAllNodeLinks();



            URoadNetworkGraphNode * RoadNetworkGraphNode = Cast<URoadNetworkGraphNode>(NodesToDelete[Index]);

            if (RoadNetworkGraphNode && RoadNetworkGraphNode->RoadNetworkExpression)
            {
                RoadNetworkGraphNode->RoadNetworkExpression->ConditionalBeginDestroy();
                RoadNetworkGraphNode->RoadNetworkExpression = NULL;
            }

            GraphEditor->ClearSelectionSet();
            GraphEditor->NotifyGraphChanged();

            FBlueprintEditorUtils::RemoveNode(NULL, NodesToDelete[Index], true);
        }

        RoadNetworkConfiguration->RebuildData();

        GraphEditor->ClearSelectionSet();
        GraphEditor->NotifyGraphChanged();
        URoadNetworkGraph* Graph = Cast<URoadNetworkGraph>(RoadNetworkConfiguration->Graph);
        if(Graph) Graph->RebuildGraph();        
    }
}


So I am currently running this plugin via the personal license and do not see the RoadNetworkEditor.cpp file anywhere in my plugins folder. Would I need the source code to make said change? also thank you!

Yes, you need to edit sources.

Hello Sir,
i am facing often crash problem while using road tool please help me

Can the developer please respond? It appears the plugin is broken in it’s current state and being a paid product we cannot use it. Can you please make the appropriate fix and update the download section of the website? That or provide the code so we can make the change ourselves.

Please and thanks!

4.19 is out. Will it take two months again before the plugin is updated again? Because when 4.18 released, it took about 2 months and some days for this to be updated. I tried to recompile it for 4.19, but it just never works out for me.