The Meta Road Editor Mode

MetaRoad ships its own Unreal editor mode, shown as Meta Road in the level-editor mode dropdown. It is the single entry point for all road authoring — drawing roads, editing them, previewing, and baking all happen here. There is no separate “road” toolset in Modeling Mode any more.

The Meta Road editor mode selected in the level-editor mode dropdown

The tile palette

The mode’s panel is an integrated tile palette at the top, split into four categories. Selecting a category shows its tiles; selecting a tile activates that tool or editing sub-mode and shows its panel below.

The categories, in order (Create is the default when the mode opens):

Create — make road geometry

The Create category tiles in the Meta Road mode panel

Interactive tools that place new roads. (All except Spline are Pro.)

Tile

Creates

Spline

A new road spline (URoadSplineComponent) drawn on a surface — see Draw Spline Tool

Roundabout (Pro)

A circular roundabout road — see Roundabout Tool

Intersection (Pro)

A junction linking several roads — see Intersection Tool

Crosswalk (Pro)

A pedestrian crossing on the selected road — see Crosswalk Tool

Chevron (Pro)

A chevron guide-island marking — see Chevron Marking Tool

Edit — shape the selected road

The Edit category tiles in the Meta Road mode panel

Sub-modes for editing a selected road. Each swaps in a viewport editor and a Details “Selection” panel.

Tile

Edits

Spline

The reference line: nodes, tangents, arc nodes, endpoint connections — see Spline Mode

Section

Lanes and lane sections — see Section Mode

Offset

The center-line offset curve — see Offset Mode

Width

Per-lane width curves — see Width Mode

Attribute

Lane attributes (markings, guardrails, …) — see Attribute Mode

Preset

Stage mesh-build settings/presets against the live preview — see Preset Mode

Bake — generate output

The Bake category tiles in the Meta Road mode panel

Tile

Does

Bake

Generate or clear road mesh assets/actors (Bake / Clear, Selected / All) — see Baking

Export

Export road meshes to .fbx files — see FBX Export

Misc

The Misc category tile in the Meta Road mode panel

Tile

Does

Visibility

Editor visibility settings (tile renders, unhide splines, debug draw) — see Visibility

Schematic vs Preview

At the top of the panel a toggle switches the viewport between two views:

  • Schematic — the editable lane graph drawn by the editing sub-modes. This is where you author.

  • Preview — a live, non-destructive preview of the generated road mesh. Nothing is written to disk; it rebuilds as you edit. Two icon buttons appear next to the toggle while you are in Preview view:

    • Build status — reflects the live preview build: a spinning throbber while it computes, then a green success, a yellow warning or a red error icon when it finishes. It is hidden while the preview is idle. Click it to open the Output Log and read the full build messages.

    • Update / Stop — normally a refresh icon that rebuilds the preview from the current spline data and build settings. While a build is running it turns into a red stop icon that cancels the in-progress build. It is disabled when there is no active preview to rebuild.

The Schematic and Preview toggle with the build-status and update buttons at the top of the mode panel

Editing splines outside the mode

The default Spline editor is always active, even when you are not in the Meta Road mode: select an AMetaRoad in the level and you can edit its road spline’s points/tangents directly. The other Edit sub-modes (Section / Offset / Width / Attribute) require the Meta Road mode to be active.

AMetaRoad-only

Road splines are only picked up by the build/preview/bake pipeline when they live on an AMetaRoad actor; splines on other actors are ignored. The Create tools always produce AMetaRoad actors for you. See The MetaRoad Workflow for the full picture.

See also