@anonymous_user_12ff2a93 Thank you for the feedback. I’ll look into it. Does it only happen with a certain Distribution Method?
@Wallenstein Thank you for helping people out in this thread. But please don’t post whole chunks of code in a forum thread, you can send PM instead. I’ve added your fix to the project it will be in the next update.
It’s a small snippet highlighting the location of an issue - it has little value out of context, so I wouldn’t be worried about it.
As an aside, I don’t think that’s fixing the bug, just removing the error message by causing potentially different problems. The bug is caused by that loop trying to iterate over indices that don’t exist.
In a first test, I tried placing a barrier (offset=0) and a guardrail (offset=800). In the attachment, you can see that the barrier is fine, but the guardrail follows the road in x and y, but not always in z. Is this expected behavior. Any work arounds?
@FriedOkra That’s probably caused by some of the spline points not having a rotation vector set to zero. To fix this select a closest point on a spline, go to Details Tab (Components view) -> Scene (Inherited) -> Spline (Inherited) -> Selected Points (Category) and make sure Rotation property is set to (0.0,0.0,0.0). Repeat for other points if needed.
@ambershee I think this bug appears when using Single(Legacy) mode. This mode was left only with backwards compatibility in mind and should not be used. It will be removed in the next update to avoid confusion.
@GlimpseOfDawn I am having trouble with this asset. I follow the tutorial and it aligns with the terrain however the road dissappears. The wording on some of the settings in the Details pane is different than your tutorial.
Below is what my roads look like after following tutorial:
How do I raise the road or allow the road to show through?
@Wallenstein I don’t see a Z-Offset, I only see a Pivot Offset and I tried modifying that but it looks like nothing was changed. Even if I was to raise the roads manually and try to have the terrain meet the road on the edges it doesn’t work like how the tutorial is showing it worked. Maybe I am doing something wrong?
@Sir_Slopolot The road should look like this when you check Align To Surface(ATS) checkbox. The next step is to press “Apply Spline To Landscape” button (Defaults category). This will make the road visible again. You may need to adjust parameters under Landscape category like Landscape->“Deform Width”. Make sure Landscape->Landscape variable is set to the Landscape you are using.
Thanks for Snappy Roads! Please help me, how can I add collisions in traffic spawner? Although, the player’s car seems to have collision attributes, those spawned from traffic spawner always ignore collisions. Please help me. Thanks
@GlimpseOfDawn , it looks like it tried to “Apply Spline To Lanscape”, but only did a small spot. Modifying the parameters for “Deform Width” doesn’t seem to make anything happen. My landscape is set in the variable dropdown.
@lalas-laz Unfortunately traffic blueprint doesn’t support player car interaction yet (and collision detection in general). It is for visualization/decoration purposes only.
@Sir_Slopolot What size is your landscape’s single quad (distance between two adjacent landscape vertices)? It needs to be smaller than width of road’s sidewalk.
Any recent updates we should be expected anytime soon? I am just wondering. Perhaps there will be more features added or in progress and we going to get a discount as existing users, how much discount?.
Thank you for your patience. Today new update has been published on the marketplace.
Update summary:
added lots of new and improved road and intersection models
custom collision meshes
photo scanned 2k road textures
new realistic layered road material
dynamic or painted road damage/dirt/tar/puddles (red,green,blue,alpha=0)
puddles with depth map (vertex paint with alpha = 0)
road banking(rotation/roll) is now supported
you can now distribute blueprints along roads (under “Mesh Extra” category)
you can now snap two roads together without intersection
other improvements
improved vehicle blueprint
Notes:
I will later update marketplace page to reflect the changes.
I’m also planning to increase price a little.
If you notice after update that some of your road meshes have been reset to single lane road, then use “FixLegacy” button under Default category.
I’d like to thank everyone for your support and inspiration. Without your continuous support this project wouldn’t have been possible.
@Wallenstein You paint it in Vertex Color mode: red color is damage; green is dirt; blue is darken/black/tar; alpha is puddle depth (alpha = 0 is the deepest);
There is a problem when you want to prepare children of BP_SnappyRoad class and fill them with your own meshes. For instance I use the 2 lane meshes exclusively since the last update since it fits with my city layout. The normal way is to place B_SnappyRoad then replace the meshes for road and endpoints. A quicker way is to derive a child class and then replace the meshes in that class so that you only have to place that new BP.
When you click on “Add Children” however it adds the standard BP only at the end which dont fit. The solution is to alter the AddChildren function in BP_SnappyRoad. Find the SpawnActor node and instead of the fixed reference there connect two nodes “self->GetClass” and it will now insert copies of the actual class instead of the base class.
I would also suggest to a add L corners to all road sizes. Right now I’m just using an X crossroad with two ends leading nowhere but L corners would look better.