Can this pack generate a shortest navigation path from position A to position B?or Can I get the spline data from the road map generated by this pack
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Originally posted by GAD83 View PostHo do we add a "children at end/start mesh" with a custom mesh ? Nothing happen. Thanks.-TorQueMoD
www.torquemod.com
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Originally posted by Eminenzz View PostHey, I'm trying to match that terrain to my street, like in the video on youtube. But every time I press "apply Spline to Landscape" the editor crashes.
Edit:There appears to be a bug with the Unreal Engine v.4.24+.
See here: https://answers.unrealengine.com/que...5963/view.html
So non-destructive landscape layers are not supported at the moment.
Originally posted by nikoare View PostHello! There are no shadows from the road and some objectsLast edited by GlimpseOfDawn; 08-20-2020, 07:18 AM.
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Hi! This tool is 100% blueprints. I don't think that HitProxy is supported with blueprints.
The next best option is to Alt-Drag a Transform gizmo on any spline point. You can create spline above the ground and then use Landscape->AlignToSurface to drop/project spline points to geometry below.
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Originally posted by GAD83 View PostI have a bug with the cars. I have a large network of connected roads but when cars drive, there are many which do not drive on the roads but are completely off. Is there a way to fix this?
Maybe this is your issue? Maybe something else?
Whatever the case, the best solution is place your own spline and set your own AI vehicles to follow it. Tuts on YT.
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GAD83 At the moment all splines in a "Follow Path" array should have the same(continuous) direction (e.g., last point of a first spline should be close to the first point of a second spline etc). The first spline point is usually the closest to the Actor's origin.
Hunter_xx Hi, try setting Project Settings->Engine->Navigation Mesh->Generation->Agent Max Step Height property to 15 or higher.
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