Snappy Roads Blueprint Tool: Announce and Support Thread

How can I get the size of the road? Any tip for that? In miles or kilometers

Is there an option to disable/deactivate wetness?

Is there a fix to better blend Two Lane road texture with Crosssection textures?

Add Mesh Option / Blueprint Actor Fix

Connect the False Branch of the IsValid OptionStaticMesh node, and Move the Set Child Actor Class Node as pictured below, and add the rotation value node (copy from below and plug into the Add Child Actor Component), the branch is not needed.

There are some log notifications about missing Static meshes, but this is not serious.

Result

@Josehfortes You can use Spline->GetSplineLength nodes and assign it to a variable. I’ve added it to the Details->Debug->SplineLength(meters). Will be included in the next update.

It’s in the ContentBrowser->SnappyRoads->Materials->GlobalParameters->MP_Asphalt004. Set wetness to “0.0”.

UVs need to be adjusted slightly. You can do it yourself or wait for the next update. Or use some dirt decals to mask it.

I have found the bug and working on a fix.

@GlimpseOfDawn Thanks.

At least Replaced road meshes rely on the MeshLength(Spacing) value, in order to generate collisions. This means that meshes such as the 2Lane crosswalk have no collision, unless you set the MeshLength(Spacing) value to 600, since that is the length of the 2Lane crosswalk. Not sure but this value may be even 0, or depends on lowest length.

@unit23 Can you provide a particular example or steps to reproduce this “no collision” situation? I’ve tested collision on “Replaced” 2Lane crosswalk and it works fine. “MeshLength(Spacing)” is internal variable which is calculated automatically and is not used for “Section Replace” at all.

Anyone successfully set up traffic from a 1 lane road to a 3 lane road? My cars are turning into the median instead of a lane because I have to mark the lane as “0” for the one-way, 1 lane roads.

This is a limitation of the traffic system at the moment.

Ahh okay, well then I guess I’ll fix that limitation myself and submit the update for you! I need it for my game anyways.

Okay that is strange, though this only happened with that one tile, and as mentioned adjusting the legacy value solved it for me. Basically can I disable the legacy stuff when starting with the newer versions, maybe it creates some conflict that way (if you have these legacy features, but don|t use legacy content)?

Another thing I noticed, very likely also related to some default value, is that Extra Spline Mesh collisions are only working until around 760 pixel width. Also this only happens on that one size, the opposite road size also has that spline mesh attached, with collisions working as intended.

However, i could fix this with swapping the Y value of that mesh.

example.jpg

@unit23 It’s hard for me to understand what exactly are you talking about.

What is the name of that one tile?

Legacy stuff is still being used for Extra Spline Meshes.

760 pixel width of what, mesh itself?
What does swapping Y value means?

Could you provide exact steps for me to follow to reproduce these issues? I won’t be able to help otherwise.

Hi,I have a problem.
Sometimes SNAP works,sometimes it doesn’t. I confuse why it happens.

Thank you all~

em…I find a way.
In Attach First Point To…It can connect those roads by manually.
Did I do it right ?

@Tiax615 Hi, check if collision works as intended. Press Alt+C to visualize collision meshes. Check if sphere is actually overlapping collision meshes of another road. And make sure that road’s collision is set to OverlapAll or BlockAll.

So, I’m following this guide: Basic Tutorial: Creating a simple road network · manekinekodesu/SnappyRoadsBlueprintTool Wiki · GitHub
And when it comes to Align to surface, I see that in landscape I choose my landscape but in my case I can not since I use World Composition, how do I solve this?

Thank you for your reply!

Hi

Ok, so I have been sitting with this for some time now, wonder if this is better than using a spline.
I manage to make roads, but I having a hard time to make it stick to the ground.

When using Spline in UE, I have the option to raise\lower the ground to make it fit smoothly to the road.

In this case the side of the road is 20cm above the ground, and the road itself is below the ground.
It`s impossible to make it smooth.

any idea ?

And another question, is it possible to change the Lane markers in different colours ? and also edit the looks of them?

thank you

I did follow the tutorial, but it`s impossible to make it stick to the landscape.
Looks like the “paint” does not apply to me… even I did input paint data.

Is it possible to make a custum mesh, and use it as a SPLINE in spline tool ?
I find spline tool to be more accurate, better, and faster when building roads in the terrain.

@ZyosCR Make sure level with the landscape is current. Then select required roads->right-click->Level->MoveSelectiontoCurrentLevel. Now you can assign the landscape to Landscape property.