Spline Decals?

I was reading this thread 2 years ago when I wanted to use spline decals for roads, back then I ended doing everything by hand. Now I want to build some new environments with lots more roads and I came back here thinking that something would surly have been done about spline decals by now… boy was I wrong.

Why was the issue deleted? I want spline decals.

So in 2019 we still can’t make roads like this in unreal engine?

I supposed Mordhau could’ve used some spline decal technology :smiley:

This looks so bad. It guess its a static mesh on a spline

Virtual Texturing branch was just merged into dev-rendering, there’s some stuff about rendering landscape splines into a landscape virtual texture there: https://github.com/EpicGames/UnrealE…c68e2281eb9423

It seems that this issue might be resolved sooner rather than later.

Is there any way to make a spline decal on the ground ?

I do not understand why this feature still does not exist in UE4. Please.

I hope this is the case

Whow why is this been ignored by epic, i didnt even know you can vote for stuff like this. Why would the vote be removed anyone know, it would be nice to know ? We are working on open world map with nice towns and locations, it would make so big difference if we have this option and not go the trouble to hide seems. Maybe we should make a new request ? I know that this can escalate quite fast if others know about it, and there so much more devs working on open world games these days.

I see code about virtual texturing used with landscape spline but nothing about decals. Virtual texturing is texture array and a VRAM saving feature which is cool but it’s not about texture projection on a surface.

You just take a bunch of meshes and render them only into VT and that would be your decal system.

any news on this? If this feature would be implemented by epic, how?

Hey folks - I’ve pinged the team to see if I could get any updates on it, but haven’t heard anything yet!

This topic became an interesting quest.

Yes, this picture you posted 2 years ago (■■■■) explain why spline decals is a must have feature for a modern game engine

As another user frustrated by the lack of spline decals for road and path building, I have to ask why has this not been given any attention by Unreal? Trying to integrate road/path/trail spline meshes with landscapes is extremely time consuming and difficult. The results are often disappointing with issues including z-fighting and rough edges that don’t match the terrain. This needs to move up the priority list especially since this feature is already standard in other engines.

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Guys I guess we may be onto something with the new RVT in 4.23. Here is a snippet from Runtime Virtual Texturing doc:

“A Runtime Virtual Texture (RVT) creates its texel data on-demand using the GPU at runtime and works similarly to traditional texture mapping. The RVT caches shading data over large areas making them a good fit for Landscape shading that uses decal-like materials and splines that are well-suited to conform to the terrain.”

My simple mind cannot connect the dots exactly but maybe someone with more power can shed some light?!:smiley:

Here is the link to the whole page:
https://docs.unrealengine.com/en-US/…ime/index.html

EDIT:
Can somebody please explain what exactly are we seeing in this video?!

It’s here in the docs:

It’s rendering the landscape spline into the landscape virtual texture during runtime. It does it by projecting it top-down. Basically we got spline decals now.

That’s cool but does somebody knows how to do this? There’s nothing in the doc except a “you can do this” but without any explanation