I think that i add you, and wrote a couple of messages to you, but there are still no answer((
Hey there. I´m wondering if this plugin does get support or updates anymore because i´ve asked a question on the marketplace site 2 weeks ago without an answer…
My qustion is: Is this compatible with unreal landscape brush system?
It would also be nice if you could create a support discord, this would be much more organized and easy to communicate with you and other community members if this plugin.
The communication over this forum is really not ideal for support!
9 days and still no replay…
but putting this plugin on sale is possible?
Dude, you really should start answering questions and give a little bit more support!
It is compatible with landscape brush system. In fact, if you’re using landscape edit layers, the brush system is the only way to get the roads created with the plugin to deform the landscape.
The only issue is that if your landscape is large and you’re using world composition, the brush “explodes” the VRAM usage turning the editor unusable. I’ve experienced that before trying to use the unreal water system plugin (which also uses landscape brushes) to create an infinite ocean on large landscape. It seems to be some sort of memory leak or very unoptimized code on the brushes from Epic’s part.
To sumarize. If you have large landscape with world partition and edit layers, you’ll have a hard time conforming the terrain to the roads. I’m actually still trying to find a way to overcome this without having to manually sculpt the terrain under the roads which will take forever.
edit: I’ve just made a quick test with a clean level. It seems the landscape blueprint brush only works in UE4. In UE5 it has no effect when you click on “update landscape”.
Hey yes, this plugin is still in development. Thanks for the discord idea, I’ll consider it.
Regarding your question, yes this plugin has the landscape brush system implemented for UEv4.24-4.27, although there are some issues in UEv5.xxx.
For UEv4.27-5.xxx I would recommend using the “Deform andscape” functionto to deform the landscape as it now supports the landscape layer system and you can set a specific layer to deform.
I bought the plugin, but it does not work with landscape layers. If i enter a name in the filed for the landscape layer and press deform landscape the terrain get´s pushed down to zero. It only works on the very first layer. I think this is a unreal bug cause it is the “apply spline” function that does this.
And the Blueprint-Brush provided with the plugin, which can be added to a layer doesn´t do anything.
Can you please make a better documentation for this if this is working like you say? Cause i think it is not wokring right now with ue5 (all versions)
This is strange. Can you reproduce the following steps:
1)Create a new project in UEv5.1; create a new open world level
2)Activate Landscape Mode; Inside EditLayers create a new layer and name it “Roads”; Activate Selection Mode
3)Drag and drop BP_SnappyRoad to the viewport from the content browser, adjust the endpoints of the spline to make it longer
4)With the road selected, go to the Landscape Deform category and select Landscape from the dropdown list; set “edit layer name” to “Roads” and Press “Deform Landscape” button.
Hi @GlimpseOfDawn
I have made a video of me doing exactly what you told me to do.
And as you can see, when triing to Deform the Layer it does not work, i can only deform the very first Layer, in my case called Layer.
Which is okayisch for prototyping, but if i want to use this in my actual game project i´m working on this is really not ideal.
In UE4 this worked fine, in UE5 it doesn´t and i think it is an unreal bug.
But, you sound like it is working on your end, would be great to find out what the problem is on my end then, because what i have read is that the “Apply Editor Spline” Function is currently broken, but when using a source build of ue5.1 it should be fixed, which gives hope that one of the next patches will make this work again. But again, why does this work on your end? Are you using a source build?
Here´s the Videolink of me showing what´s happening: SnappyRoadsNotWorkingWithLayersInUE5 - YouTube
I also tried adding a value into the Deform Offset, but doesn´t work either.
As you can see in the screenshot, it deforms the landscape on the rightside correctly, but on the left side or in the middle it is still off. (Using Edit Layer here again)
See screenshot:
Edit: Damnit, had to re-upload the video cause of NVidia Recording wasn´t configured and i had a weird flickering in the video.
hello, i have some splines at unreal engine 5 is it possible to convert that splines with your blueprint?
Hi @GlimpseOfDawn,
I just bought your Spline Road Generator module, but i don’t understand why only on the project i’m working on when i drag BP_Snappy_Road i can’t see spline curves associated to mesh. I can only see initial mesh but it’s even streched in X direction. Do you know how i can fix thiss issue? Thanks
Thanks for the video! I have this strange offset too. I’ll update this post when I figure it out.
Update:
It looks like the layer’s blend mode is additive and all the sublayers affect the “Roads” layer. The solution is to right click on the “Roads” layer and select the “Reserve for Splines” option, which will prevent the sublayers from affecting the layer. But layers on top will still affect the reserved layer, so make sure it’s the topmost layer.
@InspireStudio Hello, not yet, but the idea is interesting. I’ll add it to the to-do list.
@Mcoivy Hi, do you happen to have Game View enabled? Press ‘G’ to toggle the game view on/off. Without a video it’s hard to understand what’s going on.
Hi there. This kinda works but, if you do this and try to manipulate your spline created earlier the engine crashes with this error message:
Assertion failed: SplineComp != nullptr [File:D:\build++UE5\Sync\Engine\Source\Editor\ComponentVisualizers\Private\SplineComponentVisualizer.cpp] [Line: 1716]
UnrealEditor_ComponentVisualizers
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Engine
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
InkObj
atlthunk
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
ntdll
Does this happen every time? Can you give me steps to reproduce the error?
Hi there. Sorry for late response.
I have created a new Open World Level, placed the BP_SnappyRoads into the level, created a Layer named “Roads” and set it to Reserve for Splines.
I then created another layer and put the Roads Layer to the top of the stack.
Then i pressed Deform Landscape, which worked out just fine.
But when i then move one of the spline points the engine crashes and i got the error mentioned before.
I just bought the tool, but the roads are not visible.
This is the “Showcase” map loaded on a blank project.
I can fix the problem by saving the blueprint and loading it again, this behaviour is deterministic.
I’m using Unreal Engine 5.1 on windows.
Thanks in advance
Hi @Agemina, thanks for the post! This is a known issue and it’ll be fixed soon. There’s a “buggy” node that needs to be recompiled in UE5+ version.
You can fix this youself by opening DistributeRoadSegments function and navigating to the “Calculate Length Coefficients” comment node: Theres a green array ADD node. Just refresh it, recompile the blueprint and it’ll work
I just want to change the start mesh. I tried but its not showing up new start mesh. its showing default one only.
Its the Debug category, try looking in the Spline category. And it is recommended to use UEv4.27 or higher
I bought the tool and have been playing with it for about a week now. I have ran into an issue in UE5.1. I have a good sized roadway layout down, I did the reload and refreshed the add node and recompiled the blueprint… Seems to be all good now.