It's a pity that the tutorials are not kept up to date. Unfortunately the pick for the landscape is missing. The layer name Road is not sufficient to adapt the landscape to the road. This makes the whole tool unusable for me.
Hello, thank you for reaching out. We are currently occupied with developing new content and updates. However, we plan to refresh our RU-vid channel soon. We appreciate your patience during this busy period. Thank you for your feedback. We value your suggestions, and we will certainly consider implementing them into upcoming updates.
Beautiful tool, love how it looks! Just one question, does it have any functionality for creating road intersections? And if not, are there any plans for potentially adding something like this? Thank you
Hello, thank you for your feedback! Currently, this tool doesn’t have intersections functionality. We are planning to add this feature into the future update.
Really interesting tool, just a question before I would perhaps buy it. Are you able to "bank" the road spline points? Currently all the roads shown are flat, realistic roads have bank, especially around fast corners, will the spline handle banking?
Hello, thank you for your question. No, you are not able to bank the road spline points. However, with a small adjustments in the construction script you might be able to add this feature if you need it. Basic knowledge of blueprint scripting is needed thought.
It's an amazing tool so far. The only thing I cannot figure out is how to delete certain power poles. There is no delete or remove option like in your video. Even when you search with the filter, the options do not exist.
Hello, thank you for your feedback! We have removed this option from the settings temporary. It was causing some issues in the new update. We will re-introduce this feature in next update.
Two questions: I noticed while editing it re-randomizes elements with every edit. Is there a way to lock the seed or specify one for a desired configuration of an element? The other question is an addendum to those asking about nanite integration. Could there be a way to 'bake' a generated spline segment or segments into a mesh that can utilize nanite?
Hello, thank you for your questions! Regarding the randomized spawning of the elements. Yes, you can spawn them in specific order or on the specific index point of the spline actor. You have to do a small adjustments to the construction scrip thought. When you open the PCG Road generator construction script / section / Traffic signs / you can find custom "mesh array field" that is spawning the signs in specific order or in random order. You can use that "array type" to customize your generator as you need. In the matter of baking a spline actor and using the Nanite. Yes, you can bake spline actor and then enable Nanite support for that baked mesh. Check this video how to bake a spline actor. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Tr8SlLqX2XM.html After baking just tick on the Nanite support for the mesh and you are good to go. :)
Great tool! I was wondering how you were able to achieve "fix rotation uphill". I can't seem to find how to keep my mesh vertical whilst still following the spline, any help is appreciated :)
Hello, thank you for your feedback! This parameter (fix rotation uphill) has been renamed to "Lock Vertical Slope" in the last update. You can find it in the Power line settings menu.
Thank you for your feedback! This demo was tested on computer with this configuration. CPU: Intel Core i7 8700k GPU: RTX 4090 RAM: 64GB SSD: 970 EVO 1T
This generator works so good, amazing job. How do you enable collision? Im looking to have a car drive on the road and currently it goes through the road.
Thanks so much for this tool ! 💪Additional question : I’m trying to build a paved road, using meshes bricks, and conserving pavement orientation, let’s say facing X, and keeping a constant alignment and number of bricks even in curves, do you think I could achieve it using your setup ? Thanks !
Hello, thank you for your feedback! Yes, you might be able to achieve it with some editing of the core construction script but I would recommend to use PCG or combination PCG + Blueprint rather than just blueprint alone especially if you are not planning to use spline meshes. With PCG mesh array functionality you will have great control over orientation, alignment etc.. Also, you can integrate PCG directly to the blueprint that will give you extra flexibility.
Hello, yes our tool is spline base blueprint. Watch this tutorial (link below) so you can learn how the PCG Framework have been used with our road generator. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9XxXJpTb-5k.html
When i project the road to the landscape, it wont attach to the landscape. It floats WAY above the landscape. If i untick "project to landscape" I can move it, but as soon as i tick it again, it floats high in the sky. What am i doing wrong.?
Thank you for reaching out to us with your questions. The issue is likely caused by preexisting landscape deformation layers. We recommend exporting your landscape height-maps and projecting them back into the "road" deformation layer. This might help you fix the issue you're experiencing. We also suggest watching this tutorial from our series on how to use landscape deformations with this tool: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bNOJrEOgH0Y.html&ab_channel=Rendertale
Brilliant Are we able to create a circle with the curb spline to create an area for a tree in a parking lot? I can try to find a photo or video if you do not understand Also, are we able to adjust the randomness of the x and y placement of the telephone poles on the spline? I can also find reference if you do not understand
Yes, it is possible to create closed loop with curb spline and populate the foliage inside the circle area but you need to enable closed loop in the construction script (spline mesh component) to make it work.
Hello, foliage assets used in the presentation images are not included in the project. You can download them for free from Quixel Megascans library. Here is the link of assets that has been used in presentation images. www.unrealengine.com/marketplace/en-US/profile/Quixel+Megascans?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
Hello, and thank you for getting in touch! It seems that roads with significant curvatures are causing the traffic signs to overlay the road or sidewalks. To address this issue, we recommend using the transform options to offset the signs. If this doesn't resolve the problem, you can consider creating traffic signs separately from the road, allowing you to place them exactly where needed. We are going to address this issue in the future update. For landscape issues, we suggest watching this tutorial where you'll likely find guidance and solutions. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bNOJrEOgH0Y.html Your support is greatly appreciated, and if you have any more questions or concerns, feel free to reach out.
Hello! You have the flexibility to customize it with your own meshes directly in the editor. For more in-depth customization, you also have the option to edit the construction script of the blueprint.
Hello, we haven't tested it in that specific way yet, but it shouldn't pose a problem. You can override all materials and adjust your post-production volume settings to achieve the desired stylized effect.
@@Rendertale Can we override assets? Let's say I want to replace the road asset with a bridge or something, would that be possible other than changing the materials?
Hello, please check this video below. There are some suggestions how to improve performance of your scene and reduce drawcalls. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bE5jBBNUl38.html
Hello, you are guessing right! Deformed spline mesh components like road, curbs, sidewalks are not supported by Nanite. However, you can enable Nanite support on the vertical elements like road signs or power line system.
Could see it contains the power poles and lines asset, awesome! any chance you could add fences on the outside of sidewalk and perhaps up the price of asset? or is it easy to add a fence spline? cheers
Hello, thank you for your feedback! Currently, we are working on update where all this features will be introduced. Also, if you are familiar with the construction script in UE you can easily add you own custom (fence, lights, etc..) meshes to the generator.
@@Rendertale Legend! cheers, I have one of the packs for the buildings but having more than one type of building in there too, as in all in that asset will make it top top tier esp with your PCG integration. Also yes thank you that's great to know re adding custom in script. Thank you and looking forward to the update, great tutorial video also
Thank you for your message. Currently, blend material and mesh painting are not supported. However, you have the flexibility to fully customize materials and override them easily. We appreciate your inquiry, and we will certainly consider implementing this feature in future updates.
Hello, we have not test this tool yet for in game creation (city builder). It might be possible with some additional coding. We might consider to implement this feature in the future.
Hello, thank you for reaching out to us with your question. Simply drag an drop BP_Road_Generator into your editor from content folder. By holding Alt key and dragging end spline points you can extend the spline actor.
I'm running into an issue when I try to deform the landscape, I followed the steps in this tutorial but the landscape deforms a lot higher than the road mesh so it ends up covering it up. There are only options to edit the width of the deformation and not height so is there any way I can fix this?
Hello, thank you for your question! Could you please sent us some screenshots of the issue you are having to our support email: contact@rendertale.com. We will try to figure it out for you! Also, if you are using road generator in project with open world support enabled this might causing the issue with deformation. Try to create a new map with single landscape maybe it might solve the issue for you, otherwise please contact us via our email. Thank you!
This answer "Try create a single map with open World support disabled " some of us actually buy these products for production, not to play around with.
@@Rendertale cool! Be sure to post about it right away so I can buy this. It really helps it seems to create roads and props along the spline.. I guess I can use whatever mesh I want and material? (since I have the brushify country road pack wich contains RVT material)
All meshes and materials in the generator can be replaced by your custom meshes but some adjustments in the construction script might be needed thought. @@supermattis108
Hello, yes you can implement your custom meshes to the road generator. Basic knowledge of construction script in UE is required! Some of the static meshes can be replaced directly in the blueprint.
Hello, currently the creation of intersections is not supported. However, we are working on update where this features will be introduced. We are planning to release this update soon.
Thank you for your question! The road generator doesn't has Nanite support for the spline component meshes so with the road size over 100km it might be quite consuming for UE to generate such a dense meshes. But you can test it and let us know if you were happy with the results.
@@Rendertale And how about 16m precision on a map. PCG in 5.2 seems orientated for tiny tiny tiny maps. with very limited ability to really work with AAA level shape data. I have 14k splines I need to run in the PCG.... UE can not handle it... but using assets like Terraform Pro... it has no problem generating importing and generating stuff... but no where near as fancy as the control you get using PCG.
Hello, thank you for reaching out. Could you please provide more details about the issue you are experiencing so we can assist you more effectively? Feel free to contact us with any questions at our support email: contact@rendertale.com.
Yes, a simple crossroad system was included in this package with the latest update as a bonus feature. However, this product is primarily intended for building simple roads, not crossroads, so it is not covered in the tutorial. If you are interested in a more robust system that supports crossroads and bridges, we recommend checking out our other product, Crossroad Generator. Available on Unreal Engine Marketplace! Ghost Town VOL.8 - Crossroad Generator www.unrealengine.com/marketplace/en-US/product/7c3be67d6e5b44e98643cc0018f55e3b Showcase ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-i0JoADQ-WHE.html Tutorials ru-vid.com/group/PL---MOmbcRHDFBIkeBCyPEvv4vrLzN-10