Snappy Roads Blueprint Tool: Announce and Support Thread

@Dimmies If the road doesn’t snap at all check that collision is working fine, check if collision mesh matches geometry(Alt+C). Perfomance->UpdateMeshCollision must be enabled. Check that the spline point and a socket are within snap radius.
If road snaps but doesn’t align then right click on the spline point and choose: Reset To Automatic Tangent -> Unclamped/Clamped Tangent.

GlimpseOfDawn where can i get old style sections like this?

https://forums.unrealengine.com/filedata/fetch?type=thumb&filedataid=163874

@arybashov I may include old meshes in the next update if needed. But they won’t support new textures and materials.

is it possible to add collision ?

here is an example of a center Curb I try to make.
I use 1 side curb for the left side, then I use another side curb for the right side.

I can manage to make it.
But there is 2 problems.
1- I got the overlapping in the middle not perfect, you can see the split.
2- I got nothing for the ends (they are open and not pretty) need to add some flower or grass there maybe.

It would be AWESOME, if you could make the side curbs as 2 sided :smiley:

thank you

Cheers

To enable collision you have to set Road Actors’ Spline->CollisionPreset text field to “BlockAll”.
I will add center curb mesh in the next update.

Center curb would be great :smiley:

Anyway, there is some challenge to use Snappy Road on a curved landscape.
Also I dont know what to do with the sidewalk when i want the road to be wide and small (parking and no parking) .

The sidewalk should be 1 wide size all the way down.
Not sure If I can use snappy for my project.

Edit: also connecting the snappyRoad to a Roundabout is impossible :o

There’s example mesh in the Meshes/1Lane/SM_1Lane_Transition001_1x2_Road001 which is used for road widening. It should be used as intersection mesh. It widens 1 lane road to 2 lane road. The 2nd lane could be used for parking. But you’ll probably need to create custom meshes for your project.

Roundabout example is included in the Showcase map.

Just wanna check, is there a way im missing to enable collision with traffic system? my attempts to implement that and lane changes arent going well!

@jonukrah The traffic system has no collision or lane changing implemented yet.

thanks for the update, im getting there with my attempts, crude as they are lol!!

hi there i cant change sm_1lane road mesh to 2lane

Does anyone know why I am getting these odd connections?

Whats the difference between spline extra and mesh extra?

I’ve discovered a bug with adding extra spline meshes/replacement array meshes and snap, if for example you add an intersection, there are no points to snap other SnappyRoad actors to so it fails at this branch in the SnapPoint function:

Edit: Okay I found the solution to the below problem with splitting roads is simply to check the Update Needed! checkbox to get the meshes to fix themselves after doing the split.

  1. Add an end mesh to the road and move it to overlap the road I want it to connect to.
  2. Check the align to road checkbox to adjust its’ position.
  3. Check it did align correctly.
  4. If it did then click the split button.

The results:

Thanks.

@NC3D
Spline extra - places spline meshes along a spline continuously.
Mesh extra - places static meshes/ custom blueprints along a spline at specified interval.

Please note that I do not have access to my PC right now and won’t be able to answer questions or fix bugs for a while.

@GlimpseOfDawn

Hey man, nice to meet you and thank you for this package. There’s a lot of work you did.

I’m just implementing Snappy Roads to our project but we have some problems. Landscape snapping and landscape deformating systems works so weird. Is it because of something we did? And another one question, can’t we get old materials from you. And can’t we create custom materials. We are working on something with big map and there will be many custom road materials.,

Is there a simple way to disable all of the wetness on the roads but keep the damage and other variation?

If anyone else is wondering, I found out how to disable the wetness. Inside the Materials/GlobalParameters folder, there’s a file called MP_Asphalt004. Open this and set the wetness parameter from the default of 0.7 to 0.