About MetaRoad

MetaRoad turns Unreal Engine into a procedural road-network and HD-map editor. You author roads interactively — draw, edit, preview, bake — and get real, game-ready meshes plus a logical road graph.

Built for: digital twins of cities · ADAS / autonomous-driving validation · games & cinematics.

What it does

  • Author roads interactively — draw splines, roundabouts, intersections, exits/entrances, and interchanges; edit lanes, sections, offsets, and widths in a dedicated editor mode with a live mesh preview.

  • Rich lane model — any number of lanes with asymmetric sections and per-lane types: driving, sidewalk, bicycle, bus, parking, tram, and more.

  • Road markings — configurable lane markings, stop lines, arrows, chevron guide-islands, and pedestrian crossings.

  • Attributes — data and geometry sampled along lanes: speed limits and metadata, guardrails/barriers/fences, lamp posts, landscape deformation, sidewalk ramps, and fully custom types. Attributes are the plugin’s main extension point — no core changes needed.

  • Bake to meshes — generate static/spline meshes (drive surface, sidewalks, curbs, marks, decals) with materials, multi-channel UVs, and vertex colors. Export to FBX for any pipeline.

  • Logical road graph — connections and junctions for traffic, pathfinding, and (Pro) ZoneGraph AI navigation.

  • Landscape integration — deform the Unreal landscape to follow the roads (Pro).

  • Extensible — C++ and Blueprint APIs to add lane types, custom attributes, generators, and importers/exporters.

Free vs Pro

Core authoring and baking are in the Free version; advanced tools (Intersection, Roundabout, Crosswalk, Chevron), ZoneGraph, Landscape support, and several attributes are Pro — see Pro vs Free.

Good to know

Baked content is plain StaticMesh assets and works without the plugin. The plugin is only required at runtime if you use the road graph in-game (e.g. to generate traffic).

Start here