Snappy Roads Blueprint Tool: Announce and Support Thread

Every time the editor loads I have to refresh that node and recompile the BP_SnappyRoad blueprint. Is there a fix for this or is this maybe in the works?

@GlimpseOfDawn I built out a network of roads and when you click play or play from here the roads are invisible. I tried refreshing and recompiling, and reloading the road blueprint. Nothing seems to fix it. As of now this seems un-useable and broken. Please fix or refund.

Hi, just came to say that while I love the potential, this does not work when it comes to deforming the mesh in UE 5.1. I’ve done all the recommended steps listed here and my road does not deform the landscape. I think there’s a detail that’s not being accounted for. My landscape is made with brushify if that makes any difference to the dev team.

A bit of a bummer. I just purchased this pack last night, hopefully there’s a fix, but if not, hopefully a refund is supported. Hoping for a fix though because I really want to use this. :crossed_fingers:

Hi, it works with regular landscape, but I cannot confirm if it works with brushify. Before deforming the landscape, make sure to select the correct landscape and set the “Edit Layer Name” property to an existing landscape layer name. The layer should be reserved for splines.

It needs to be refreshed only once. Remember to save the road blueprint afterwards.

Hello there. How do I hide the road once I’ve created while playing the level.

It´s a little bit tricky, but reduces time a lot ^^
I had to reorganize the categories, because it was only scrap…

I would love to see those features:

  1. Rotating of start/end mesh, so you don´t need to come from another direction to lay them how you want.
  2. Rotating of “SectionReplace” meshes (I had to create tunnel entries for both ends, it would be too extreme to do that for all other meshes).
  3. Only update splinepoints around the current selected (for performance).

Here you can see how I did it:

I have a lot of experience with UE4/5 but splines are something I wouldn´t understand ever, if I only change one variable, nothing is anymore generated and yes I tried it a lot ^^

The October 2023 update makes it a little bit better.

But I can´t connect roads together anymore…
I need to add a “fake” intersection with a road part ^^


The old stuff is still under “deprecated” available, but isn´t functioning anymore (why?)…

Rotating of “SectionReplace” mesh is still not available:

Instead of limiting spline meshes to 21 (under “collision”), my idea would be much better ^^

The fence tool is nice, but not really needed with current functionality…


And no, don´t replace it like the stuff with “intersections” … add it as an additional feature ^^

Edit:
Fixed it by myself…

Edit2:
There´s a rare error in PIE when a deleted intersection is still linked in the road…
I think, WorldPartition didn´t delete it properly, because there was an empty one, next to the road ^^

I´m in 5.2, so no idea if that engine bug has been fixed in 5.3.

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Is there an updated UE5.3 docs or anything? seems its totally different in there.

How do i go about adding new points to the road for curves along the normal road tool?

Do you mean the landscape spline tool?
BP-Splines work differently, you need to hold “alt” while a point is selected and move the arrow, then it creates a new one (like when copying meshes) ^^

For adding additional points between points, you can use the way above or this:

works in 5.2 so it should work in 5.3 too ^^

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Hi Zwergchen, thanks for suggestions!

  1. You can do it now since they’re separate blueprints, you can rotate and scale it in any way, even negative scale works
  2. Here is my suggestion on how I would make a tunnel:
  1. Make a tunnel entrance as an intersection
  2. Simply rotate it 180 degrees or scale it to -1 on the X axis

That’s the correct way to do it

The deprecated category only exists for temporary backwards compatibility and should not be used. Existing intersections can be converted by using the Snapping->SpawnIntersections Button. It will convert them to separate blueprints.

And what about that?

And found another problem…
“Spline extra”, has always no collision, then you click “update collisions” and save the level, open the level again and the collisions are gone again…
In editor no big deal, but in a packaged game it´s really useless ^^

Awesome! That has helped alot. The only thing i cant work out now is the Snap! checkbox. Dosn’t seem to work in 5.3

Do you have that problem also ?

What problem do you mean?
The road needs to be really near to the intersection (5m?), otherwise it wouldn´t work ^^

Move intersections and not the road, if you need to update the location.
If you rotate a T or X intersection, it will snap automatically to the next road while rotating ^^

Question for traffic: can we have a “distance control” feature that stops the vehicles overlapping or rams into each other when on the same lane running in different speed?

I mean lets say i want a piece of road straight connected to another straight road? I know i can alt drag to extend the road… but lets say i want each road part to have a different setup. Do i have to have a intersection between in order to do this?

another thing that is not obvious in the tool is how to not get the road material to stretch when doing a very long road.

Additionally is there a way to convert the splines to basic actors/meshes after im done making the road?

Hi There,
Is there a way to convert the blueprint back into static meshes so we can add custom edits to them?

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Yes you need that ^^
Just add sockets to a default road part and use that road part as an intersection, like I said there on top with the first screenshot:
Snappy Roads Blueprint Tool: Announce and Support Thread - #342 by Killerzwerg

About that I can´t say anything, because I don´t use textures for my roads ^^

Yes, select the spline you want to convert and then in the menu top left:


In the list that opens, select “Merge" so as not to lose quality.
You can also select different splines, which will be all merged into one static mesh ^^

@GlimpseOfDawn I am using Unreal 5.1 and it looks like snapping is not working? I duplicated my road and moved the spline close to the first spline. I made sure my radius was correct but it still does not snap. Is there a way to solve this?

I figured it out. if you drag in an intersection first and generate roads from that then snapping works. but not when dragging roads and adding ends.

I do now still have a problem where after reloading the level sometimes a spline just randomly changes position.