Snappy Roads Blueprint Tool: Announce and Support Thread

Hi. I have been using this asset for a while now and I encountered a lot of problems. I didn’t mind them at all but I am testing builds now and my entire level is completely messed up. It seems to be fine in the editor but in the build, nothing matches the way it is in the editor.

Obviously, this is a problem. I’d appreciate it if you can help me solve this ASAP because it’s quite important. I hope you understand. Thanks!

Images attached. First 3 images are from the build and the last 4 images are in the editor. The 4th image shows the road structure in the level from the editor.





PS: If you don’t mind, can you give me your Email Address or Discord username? I believe this issue will result in a lot of conversation.

Hi, I’m having the same problem with road snapping. I’m using 5.3 and snapping only works if you spawn connected roads from an intersection. If I add the BP SnappyRoad blueprint into the scene and add it to an existing road section, snapping won’t work. Have you been able to figure it out and get it working?

@GlimpseOfDawn Hello There Thank You ,and for you time making this wonderful asset It helps . I have a problem when adding a new model to spline blueprint . Once I add the model It gives me spaces in between the next made to spline . I even tried to make it smaller to see if that helps but it was a no go . What should I do to fix it ? How can one avoid this from happening ?




I think you should complete ,deform ,or merge your road to static mesh on landscape before building to see results . I don’t think It will every read them that way its still in edit blueprint form . The blueprint cant be duplicated and referenced to the editor . I get a rush to play too Which I learned the true meaning to the saying patience Is a virtue . You can rush greatness !

Oh believe me, I’ve been very patient. Turns out that the issue is being caused by world partition and I managed to fix it by moving every single one of the road BPs to a data layer that I set to be always loaded.

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This is what happens when you don’t model the mesh correctly…
The mesh must fit together exactly on each side that is connected to the next mesh.
For example, if you have a wall that has a base on top that protrudes, such a gap will arise ^^

Easiest way to fix is, by selecting all vertices at the side which is connected in the spline and scale that direction to 0.

How to fix this?


It´s connected to an intersection there, always happens in game and only in editor when the area is not loaded in world partition…
Should look like this:

Not all roads are destroyed, only a few…

Edit: Fixed it by replacing the intersection BPs with static meshes…
Not perfect, but ■■■■ happens, when the dev can´t answer ^^

Why does this happen In every other map I work on ? It has happened in my current ,and I want to avoid it for the future .



@Killerzwerg @TURNER3110LIFE

Thank you for your feedback. I’m working on an update with lots of bug fixes. It’ll be released shortly.

@GlimpseOfDawn

Found another bug:
If you add a spline mesh “extra” sidewalk, it´s only walkable at the right side, but not on left:

Update collision isn´t helping.
I also tried to fix it by importing new mirrored meshes, but doesn´t fix it…

I hope you can fix that too, my game releases in 4 months ^^

Howdy!

Love the plugin, however. when packaging my game I keep getting this error.

LogInit: Display: LogScript: Warning: Script Msg: Divide by zero: Divide_DoubleDouble
LogInit: Display: LogScript: Warning: Script Msg called by: BP_Intersection_C /Game/VehicleTemplate/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.BP_Intersection_C_UAID_74563C46DA1DDCDA01_1806049745
LogInit: Display: LogScript: Warning: Accessed None trying to read property CallFunc_Array_Get_Item_2
BP_Intersection_C /Game/VehicleTemplate/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.BP_Intersection_C_UAID_74563C46DA1DDCDA01_1806049745
Function /Game/SnappyRoads/Blueprints/BP_Intersection.BP_Intersection_C:ExecuteUbergraph_BP_Intersection:07B2
LogInit: Display: NOTE: Only first 50 warnings displayed.
LogInit: Display:
LogInit: Display: Failure - 3 error(s), 95 warning(s)
LogInit: Display:
Execution of commandlet took: 17m 19s (1039.78 seconds)
LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
LogStaticMesh: Abandoning remaining async distance field tasks for shutdown
LogStaticMesh: Abandoning remaining async card representation tasks for shutdown
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogLevelSequenceEditor: LevelSequenceEditor subsystem deinitialized.
LogGameFeatures: Shutting down game features subsystem
LogExit: Preparing to exit.
LogUObjectHash: Compacting FUObjectHashTables data took 1.33ms
LogDemo: Cleaned up 0 splitscreen connections, owner deletion: enabled
LogExit: Editor shut down
LogExit: Object subsystem successfully closed.

Not sure why this is. Any help would be greatly appreciated! Thanks!

@JaysterJY

First:
Send the complete log, because you sent only a small part, in which it says there are 3 errors, but shows only 3 warnings…
Warnings can be ignored in most cases.

Second:
Use the “Preformatted text” by marking the text and pressing ctrl+e (or 6th icon on top left in the answer box), which makes it better readable:

LogInit: Display: LogScript: Warning: Script Msg: Divide by zero: Divide_DoubleDouble
LogInit: Display: LogScript: Warning: Script Msg called by: BP_Intersection_C /Game/VehicleTemplate/Maps/VehicleExampleMap.VehicleExampleMap:PersistentLevel.BP_Intersection_C_UAID_74563C46DA1DDCDA01_1806049745
LogInit: Display: LogScript: Warning: Accessed None trying to read property CallFunc_Array_Get_Item_2

If the text is too long, just upload a text file (7th icon) ^^

Third:
This one is not a plugin…

Please disregard, I fixed the issue!

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Hi there @GlimpseOfDawn snap don’t work directly right with adding new meshes . Left ,and right sockets with basics sometimes . Just adding a connection then regular road don’t work . I haven’t tried a L road yet but I don’t want to waste time if the basics has problems . I want all roads to be able to snap together even if they are different . Is there a way for each end to match the others side size so they match up . The snap don’t seem to be aware of the other when made . Plus it wont snap the road after end road from connection . This is mainly after the update snap dont work right .

@GlimpseOfDawn Can you add rotation to the end ,and start static mesh so it may be easier to switch directions . Please and thank you :grin:

@GlimpseOfDawn I have a question I have been trying to add L roads . How do I go about adding them ? I have tryed and can never get it to connect to the side instead of straight forward . I know its not the wording because I wrote right ,and left before with no sucess .


The same thing happens with new 4 roads seen here


I am using 5.3. The longer the road the more stretched the mesh. In this image I have only one mesh with no changes to anything including scale, end meshes, replaced sections, etc. The yellow section highlight shows how large the mesh has been stretched compared to the static mesh inserted beside it. Is there a way to stop this stretching?

Yes, change this setting to a bigger value:

image

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I would not recommend using the deprecated method for creating intersections, as it will be removed in the future. Instead, consider creating intersections as separate blueprints. These blueprints can then be rotated or scaled as needed. When they are baked, they will be packed into the same actor

That was the problem. Thank you very much!