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Snappy Roads Blueprint Tool: Announce and Support Thread

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  • Snappy Roads Blueprint Tool: Announce and Support Thread

    Lets you quickly snap together a spline based road network.

    Marketplace Page: https://www.unrealengine.com/marketp...blueprint-tool

    Click image for larger version  Name:	SR_thumbnail_v2.png Views:	1 Size:	148.8 KB ID:	1476685

    This Blueprint allows you to use included or your own meshes to quickly add road infrastructure to your project. It can be used to create flexible roads, bridges and train tracks.

    Features Demonstration / QuickTutorial Video: https://youtu.be/-Koi6tFwJ7M
    Demo Level With Traffic Video: https://www.youtube.com/watch?v=cL5JC1uSvog
    Getting Started: Basic-Tutorial:-Creating-a-simple-road-network

    This is support thread for Snappy Roads Blueprint Tool. I'll try my best to answer any questions you may have. Feel free to leave your feedback and suggestions.
    Last edited by GlimpseOfDawn; 05-22-2018, 03:34 AM.

  • replied
    No physics material. Why can't we add our own?

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  • replied
    Why is there only one model for the car?@GlimpseOfDawn

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  • replied
    Does Snappy Roads recognize Landscape Proxies in World Composition?

    I have moved all Landscape Proxies to the Persistent level. However, in the Road > Details > Landscape > Landscape dropdown, only the original Landscape is recognized. Where the road is on the original landscape, [Apply Spline to Landscape] will work. It will not work where the road is over a Landscape Proxy.

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  • replied
    Originally posted by Azmath View Post
    Hi, unable walk on roads, when i am walking on roads the character falls down please help me
    Try reading previous posts. I posted the solution to your problem about 4 messages above yours and it's been answered several times before. There's also a search function in the forum thread.

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  • replied
    I am using unreal studio version please update to it

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  • replied
    Hi, unable walk on roads, when i am walking on roads the character falls down please help me

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  • replied
    Hi! How can I make the sidewalk larger? If I add the curb to the road, how can I make it aligned with the road?

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  • replied
    Can't we get old materials? We bought the pack for them actually.

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  • replied
    Originally posted by NC3D View Post
    Has anyone else had trouble with SR disappearing with Game View checked after you are a fair distance away?...
    Possibly due to LODs.

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  • replied
    For some reason collision is off by default but a quick fix is to open the road BP and change the default property of collision to BlockAll and then compile and save...

    This is how you turn collision on for all roads:



    If you don't make the change inside the BP_SnappyRoad then you'll have to do it individually for every single one you place in your level. Not sure why it's set to OverlapAll by default, but it's an easy fix.
    Last edited by TorQueMoD; 06-27-2019, 03:32 AM.

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  • replied
    Hey there,

    Can you please tell me why my car is falling through your road system?

    Nice demo map by the way.

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  • replied
    Has anyone else had trouble with SR disappearing with Game View checked after you are a fair distance away? I played with the Max Draw Distance but there only seem to be 2 numbers that affect it; 50,000 is on, and 10 of completely off. Any other number don't seem to make any difference in the draw distance.

    The way I have gotten around this is to FBX the SRs but that seems like an obnoxious hack ( I have many SR objects and want them to be non-destructive)

    Any help is appreciated!

    Leave a comment:


  • replied
    I got a problem with mesh vertex color painting now.
    I try to use the vertex paint to make some puddles on the road.Everything looks good in the editor mode and selected viewpot mode.But when i run my level with standalone mode, all those vertex color just disappear.
    So anyone knows how can i keep my vertex paint puddles in standalone mode?Click image for larger version

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    Attached Files

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  • replied
    I think I figured out why this snapping issue was happening. I decided to modify the original meshes slightly, and when I re-imported them, the sockets were deleted for some reason, so the blueprint was telling it to jump to the next nearest socket. At least that's what I think happened. I'm adding the sockets back into my meshes, and I'll report if the issue persists.

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