Nice, thank you so much! I’m completely new to Unreal (used only Unity before).
Hello everyone,
First thing first, awesome tool, best spent money recently xD
I’m trying to figure out the tool for my project, after a couple of days I managed to make it work and realized where i was wrong, but now another issue occurs.
I have a world composing with several Levels of sub-maps, what I want to achieve is to make the road visible as you advance in the game or vice-versa, cause that’s why I want to use the composing.
Still, an issue I’m getting when making current a certain Sub-Map > adding the BP_Snappy > then making Current another Sub-map and continuing with the road on it and when saving I’m getting a window with chain references.
Or this:
Object ‘BP_SnappyRoad_C /Game/VehicleBP/Maps/SubLevel/NewMap34.NewMap34:PersistentLevel.BP_SnappyRoad_C_6557’ is in another map
I will post some pictures just in case, any help is welcomed!
Hello @florinversus. Thank you for reporting this error. Apparently UE4 doesn’t support object linking between sub levels. You can remedy this issue by manually removing references to the specified objects. These can be found under “Attach First/Last Point To” categories of Road Actors, which are directly connected to the roads in question. Please clear any checkboxes(Attach First/Last Point To…) and references to external roads. Then you’ll be able to save levels without any problems.
Best Regards
So working with world composition it is needed to manually divide roads and place the ending of one piece near the beginning of a piece that is in another tile to simulate a road that is connected on a large map made of tiles with world composition?
Can this tool be used at runtime in game or is it only meant to work at design time in the editor? I understand that terrain deformation wouldn’t be possible at runtime, but if the terrain was flat, could this tool be set up to work at runtime? So roads could be placed by the player for example.
The system is very laggy, slowly and unusable for me. I put it in my project, hope can create road network more easily, but after I create 6 or 7 spline points, the whole Unreal editor will become freeze about 5 seconds per spline point. If I drag to create 10 spline nodes, this will happen 7 to 8 times. I tried to increase the “X scale”, but it still laggy…
Can you help me out?
Yesterday I already sent an email to you, if this tool is not suite for my project, may I ask for a refund?
@ You can still snap roads together when they are in separate sublevels. But after snapping you have to press “Detach” button to unlink them. (In current version you also have to clear “PointParent” fields manually)
@wilberolive This tool is not designed for runtime. Many things take place in the Construction Script function(which runs in editor only).
@Kingtem An option will be added to disable road generation during spline editing. Update will be released in two weeks’ time.
TBH, i was trying to change and even remove the Attach First To but with no success, now with the Detach button i hope it will work, hopefully will work with ctrl-shift-a and do that for all of them, i do not need any “Miracles” on saving.
All the best!
Tell me if i’m doing something wrong!
The main LANDSCAPE the Lock Actor Movement is Uncheck, also the LandscapeStreamingProxy from that section where is the road is Uncheck but i still get the prohibited icon, just on the Main Lanscape it apear as usable, but nothing is set/ selected.
Also, thank you for the Detach tip, works exactly as you said, now i can remake everything xD.
All the best!
Right click on landscape -> Transform -> Uncheck ‘Lock Actor Movement’ - Works for me, but you have to do it every time you want to move your landscape. I don’t know why.
Best Regards
How do I stop my car from falling through the road?
@innocia2018
This happens because Road Actor’s Spline->CollisionPreset property is set to “OverlapAll” by default. Set it to “BlockAll” to enable collision. You may also want to set “Use Complex Collision As Simple” in Static Mesh Editor for road and intersection meshes as a temporary workaround. Many new intersections with custom collision meshes are going to be added soon.
Best Regards
Hey @GlimpseOfDawn. First of all, awesome work with the tool, I really enjoy working with it.
Maybe a stupid question, but I haven’t found anything on this topic yet.
Is there a way to prevent the vehicles from colliding into each other?
Is there perhaps a collision setting that I overlooked or can I define a MinDistance between the vehicles somewhere?
In the TrafficSpawner I have already tried to set the Min and Max Speed values to the same value to test if I can prevent the cars from colliding with each other, but without success.
@PyromanGER Thanks! There is no collision detection implemented for vehicles at the moment.
Best Regards
Hello everybody,
I apologize, but unfortunately promised update wont be ready in time. It’s almost complete, but due to circumstances I wont be able to complete it for a while. I may also not be able to reply to you in a timely fashion for the time being.
Thank you for your patience,
Best Regards
Here are work in progress pictures:
Beautiful pictures,don’t worry with the delay.
we can wait a little longer!
I have made several child BPS from the Snappy Road with my own default meshes for other road types etc. Not sure if the following is due to that or not, but I’m getting a lof of warnings like this:
LogScriptCore: Warning: Script Msg: Attempted to access index 5 from array ‘MeshSegmentIndexes’ of length 0 in ‘/Game/SnappyRoads/Blueprints/BP_SnappyRoad.BP_SnappyRoad_C:UserConstructionScript’!
with all sorts of indices, presumably these are indices for the road segments that have been created with spline points.
Any idea what could cause this, more importantly, how to get rid of this?
I’m also having this issue. I cannot get my world composition levels to show up the landscape selector. What am I doing wrong?
Even if skip the persistant level and open up the individual tile it still does not show up in on landscape section drop down. Using 4.20.3