I’ve discovered a major bug - sent an email but thought I’d post here as well…
I’ve been using Snappy Roads for a few weeks now and absolutely loving it but I’ve just recently discovered a bug that is really quite irritating. Sometimes randomly when loading my map (it’s happened to me twice now), all of the intersections that I’ve created get their snap points shifted and all of the child roads are rotated 90degrees and snapped back to the end of the original road as if the intersection is no longer there.
The fix is “simple enough”, I have to go to every intersection and detach the connecting roads and then rotate them 90 degrees and re-snap back to the intersection ends but this is really time-consuming (especially since I have more than 60 intersections in my level) and I have no idea when it’s going to happen again. The worst thing is once this happens, even if I close the editor without saving my map, then next time I open the map, the problem is still there as if it somehow saved the glitch. No idea what’s causing this or how to fix it so I’d appreciate any help.
Oh, I also experienced the no Collision glitch that someone else had. No idea why it was happening, when you switch from Lit mode to Player Collision you can see all the splines have no collision. It seems to fix itself if you grab one of the control points and just move it. I was doing this just before the weird intersection glitch happened so maybe they are connected?
I think I figured out why this snapping issue was happening. I decided to modify the original meshes slightly, and when I re-imported them, the sockets were deleted for some reason, so the blueprint was telling it to jump to the next nearest socket. At least that’s what I think happened. I’m adding the sockets back into my meshes, and I’ll report if the issue persists.
I got a problem with mesh vertex color painting now.
I try to use the vertex paint to make some puddles on the road.Everything looks good in the editor mode and selected viewpot mode.But when i run my level with standalone mode, all those vertex color just disappear.
So anyone knows how can i keep my vertex paint puddles in standalone mode?
Has anyone else had trouble with SR disappearing with Game View checked after you are a fair distance away? I played with the Max Draw Distance but there only seem to be 2 numbers that affect it; 50,000 is on, and 10 of completely off. Any other number don’t seem to make any difference in the draw distance.
The way I have gotten around this is to FBX the SRs but that seems like an obnoxious hack ( I have many SR objects and want them to be non-destructive)
For some reason collision is off by default but a quick fix is to open the road BP and change the default property of collision to BlockAll and then compile and save…
This is how you turn collision on for all roads:
If you don’t make the change inside the BP_SnappyRoad then you’ll have to do it individually for every single one you place in your level. Not sure why it’s set to OverlapAll by default, but it’s an easy fix.
Try reading previous posts. I posted the solution to your problem about 4 messages above yours and it’s been answered several times before. There’s also a search function in the forum thread.
Does Snappy Roads recognize Landscape Proxies in World Composition?
I have moved all Landscape Proxies to the Persistent level. However, in the Road > Details > Landscape > Landscape dropdown, only the original Landscape is recognized. Where the road is on the original landscape, [Apply Spline to Landscape] will work. It will not work where the road is over a Landscape Proxy.
is it possible to disable collision on the cones so they can be knocked around when collided with? Or should I remove the cones from the road spline and add in separate cones?
Well disabling the collision wouldn’t exactly allow you to collide with them would it?
You’d either need to make them a static mesh with physics enabled or make them into their own bp with physics enabled. Advantage of their own bp would be that you can play sounds on collision and make changes to the parent without having to re-place them all in the map.