hey guys the vector paint problem is very apparent after UE 5.2 and is targeted to get fixed for the 5.5 version which is toooo far down the line. However, the simplest solution would be converting the spline into a mesh actor and dropping that into the editor. I know it is not ideal as you won't be able to modify it afterwards like how you do using splines, but this is the only solution. The good news is your BP_Spline asset never gets changed or anything. If let's say after a week you decide to make some changes in your environment and modify the spline, you can always do that and convert it into a mesh again. Hope that helps
Hi I just bought and found out through a long process that I won't go into that collision can be enabled just under the where the meshes are assigned. If this is done you can pull up along the z axis to make a rollor coaster effect if you choose. I find vertical drops lend loads of excitement, but that's me. This Kit is good. I'm now very pleased and recommend it. (One thing I should mention, or not, that before I found this check box for collision, being the slow one in the class, I was not pleased and rushed the gun to express it in the Questions section on the Marketplace link. I did make amends, I hope, by amending my whining to announce my joy at finding out how to initiate the collision. (for any who don't know that keeps your car from falling through the mesh if its not supported by the terrain as illustrated in the video.) Hope this helps someone "not to do what I have done" Just in case anyone out there get the House of the Rising Sun reference. Not Hip Hop but still good. Buy the Kit. Pretty Please with Sugar on Top (Figure out the Reference. If you haven't seen the movie, you'll be glad you did)
make sure to add lanscape layer name otherwise deform will not work. Landscape Edit Layers support on versions 4.26 and above (NOTE: Make sure to write the correct Layer Name in "Landscape Edit Layer Name") Here is the quick guide about this drive.google.com/file/d/1XfFnkVKAn_yozficxzesJu4nBNtO_Rb2/view
Hi there. Super fun to use. Just added it to my project and it's been amazing so far. Quick question...in 5.2 I having an issue where I want to paint in the tire marks on the road and instead of giving me the smooth fall off like we are seeing in your demo, no matter what the brush settings are regarding strength and falloff, it just fills that section of road with ALL tire marks at 100%. Not sure if there are some settings I need to tweak to support painting them as smooth as you are, but curious if there is an issue here. Thanks
Hi thanks for the kind words. I just tweaked the falloff and intensity of paint brush... nothing so special... also, you can find parameters for skidmarks in material instance. Try to tweak them as well
Hi, I just purchased the tool and started building my track. But the spline starts getting laggy soon after. Would it be because my track is too big in the world space? It spans almost entirely across the default landscape. If its too big, do you have any idea how to optimize it properly? Thank you!
Hello there! Try to use multiple splines in your scene and make sure collision is disabled when you are tweaking the spline. Also try to uncheck "Run Construction Script on Drag" in class settings of the blueprint return it back once you have changed the position of vertices. After version 5.1 or 5.2 the spline meshes started being a little bit laggy. I hope it will be fixed in the further version of UE5.
Hey some one can help me, I 'm tryin to make a race circuit based on a real circuit, and I want to keep the scale. It's based on a real circuit but, how can I do this? I tried: make the circuit in blender and export with scale to UE but doesn't work, the car don't reconize the circuit as floor and falls infinitly. I am realy lost. and will aprecciate any hint.
Hi There, I am about to purchase this kit but I will need to add different color curbs to both sides of the same track segment (red on left side and blue on the right, and this will vary along the entire track). Is this possible with this kit? 2:14
Hi. Yes it's possible. You just need to make new variant by duplicating the curb mesh. After that create new material instance and change the curb color parameter to blue and assign it to your duplicated curb mesh.
Hi There again! Having purchased your pack (I'm very new to Unreal and found your pack very easy to understand and work with) and checked out the sample track and tutorials, I was wondering how you so cleanly merged the pit lane back onto the track?
Hi there thanks for the purchase. It's a little bit tricky. I have flattened the landscape in that area where the main road and pit lane is crossing. It will help you a lot. Let me know if it helps.
Parev, i am making a big scene and adding tracks everwhere. But when i try to add more with 'Alt' key it is so much lagging. I think it is from the poligons. What should i do?
I think you should add new separated spline blueprint and avoid doing everything in one spline. When there are too many vertices the calculation will start to take longer.
Hi. You should merge the spline before using the raytracing. It's the common issue in Unreal and so it's the only way to solve that. www.reddit.com/r/unrealengine/comments/shdeha/raytracing_enabled_spline_mesh_components_no/ Check this out as well. This is the most I could help you. Thank you.
Hello, you can export the whole scene in fbx. But materials and textures will not work the same as in unreal. There are some specific shaders which will not work. Anyways you should do some extra work.
As someone working on a small project the price is quite steep. I would love if there was a cheaper version just for the spline stuff, without the assets.
hey guys the vector paint problem is very apparent after UE 5.2 and is targeted to get fixed for the 5.5 version which is toooo far down the line. However, the simplest solution would be converting the spline into a mesh actor and dropping that into the editor. I know it is not ideal as you won't be able to modify it afterwards like how you do using splines, but this is the only solution. The good news is your BP_Spline asset never gets changed or anything. If let's say after a week you decide to make some changes in your environment and modify the spline, you can always do that and convert it into a mesh again. Hope that helps
Hi I just bought and found out through a long process that I won't go into that collision can be enabled just under the where the meshes are assigned. If this is done you can pull up along the z axis to make a rollor coaster effect if you choose. I find vertical drops lend loads of excitement, but that's me. This Kit is good. I'm now very pleased and recommend it. (One thing I should mention, or not, that before I found this check box for collision, being the slow one in the class, I was not pleased and rushed the gun to express it in the Questions section on the Marketplace link. I did make amends, I hope, by amending my whining to announce my joy at finding out how to initiate the collision. (for any who don't know that keeps your car from falling through the mesh if its not supported by the terrain as illustrated in the video.) Hope this helps someone "not to do what I have done" Just in case anyone out there get the House of the Rising Sun reference. Not Hip Hop but still good. Buy the Kit. Pretty Please with Sugar on Top (Figure out the Reference. If you haven't seen the movie, you'll be glad you did)
bought it few days ago, can't wait to use it!
Can I use this to create a more diverse type of track/. maybe something like what you would find in Mario cart or wipeout games?
deform landscape not working on 5.1.1
make sure to add lanscape layer name otherwise deform will not work. Landscape Edit Layers support on versions 4.26 and above (NOTE: Make sure to write the correct Layer Name in "Landscape Edit Layer Name")
Here is the quick guide about this drive.google.com/file/d/1XfFnkVKAn_yozficxzesJu4nBNtO_Rb2/view
can you make tutorial of making racing track in unreal engine 5?
Hi there. Super fun to use. Just added it to my project and it's been amazing so far.
Quick question...in 5.2 I having an issue where I want to paint in the tire marks on the road and instead of giving me the smooth fall off like we are seeing in your demo, no matter what the brush settings are regarding strength and falloff, it just fills that section of road with ALL tire marks at 100%.
Not sure if there are some settings I need to tweak to support painting them as smooth as you are, but curious if there is an issue here. Thanks
Hi thanks for the kind words. I just tweaked the falloff and intensity of paint brush... nothing so special... also, you can find parameters for skidmarks in material instance. Try to tweak them as well
Hey, I have the same problem as you had. Were you able to solve it?
@@Blondes_gaming convert your spline into a mesh actor and drop it to the exact same spot in the editor. Detailed comment is above
@@ely_akhundov thank you for the help :)
Hi, I just purchased the tool and started building my track. But the spline starts getting laggy soon after. Would it be because my track is too big in the world space? It spans almost entirely across the default landscape. If its too big, do you have any idea how to optimize it properly? Thank you!
Hello there! Try to use multiple splines in your scene and make sure collision is disabled when you are tweaking the spline. Also try to uncheck "Run Construction Script on Drag" in class settings of the blueprint return it back once you have changed the position of vertices.
After version 5.1 or 5.2 the spline meshes started being a little bit laggy. I hope it will be fixed in the further version of UE5.
Hey some one can help me, I 'm tryin to make a race circuit based on a real circuit, and I want to keep the scale.
It's based on a real circuit but, how can I do this? I tried:
make the circuit in blender and export with scale to UE but doesn't work, the car don't reconize the circuit as floor and falls infinitly. I am realy lost. and will aprecciate any hint.
When i drag bp onto landscape, no option to edit spline
Hi There, I am about to purchase this kit but I will need to add different color curbs to both sides of the same track segment (red on left side and blue on the right, and this will vary along the entire track). Is this possible with this kit? 2:14
Hi. Yes it's possible. You just need to make new variant by duplicating the curb mesh. After that create new material instance and change the curb color parameter to blue and assign it to your duplicated curb mesh.
Also you can add many array elements in each segment. So yes you can add curb to both sides of the same segment
That is awesome news and thank you for the quick response.
Hi There again! Having purchased your pack (I'm very new to Unreal and found your pack very easy to understand and work with) and checked out the sample track and tutorials, I was wondering how you so cleanly merged the pit lane back onto the track?
Hi there thanks for the purchase. It's a little bit tricky. I have flattened the landscape in that area where the main road and pit lane is crossing. It will help you a lot. Let me know if it helps.
Parev, i am making a big scene and adding tracks everwhere. But when i try to add more with 'Alt' key it is so much lagging. I think it is from the poligons. What should i do?
I think you should add new separated spline blueprint and avoid doing everything in one spline. When there are too many vertices the calculation will start to take longer.
@@CGStuffOfficial Thank you. One more question.I want to make it thicker but it doesn't work, how should I do it?
@Talya Camgöz just scale the spline ponit with X axis. But be carefule and don't scale it too much otherwise some artifacts will appear
is there a way to see the assets in raytracing mode? because the spline just disappears
is there a chat where i can ask for help? im aving issues modifing the spline
Hi. You should merge the spline before using the raytracing. It's the common issue in Unreal and so it's the only way to solve that.
www.reddit.com/r/unrealengine/comments/shdeha/raytracing_enabled_spline_mesh_components_no/
Check this out as well. This is the most I could help you.
Thank you.
Hello, I'm about to buy your kit, but I have a doubt ... can I export the project in fbx? can I use the topography of a terrain from google maps?
Hello, you can export the whole scene in fbx. But materials and textures will not work the same as in unreal. There are some specific shaders which will not work. Anyways you should do some extra work.
Hi everyone, it seems a really cool product! Is it possible to import a spline instead of drawing one? Thank you!
Unfortunately no it's not possible
Thanks for your answer! It would be a great feature!
Just bumping Ricky12446's feature request here@@CGStuffOfficial
As someone working on a small project the price is quite steep. I would love if there was a cheaper version just for the spline stuff, without the assets.
Dude the amount of work behind this is a lot, so stop complaining
If you only want the spline, you could use the Unreal default spline? 😜