Profiles

Profiles are reusable MetaRoad assets — you create them in the Content Browser under the Meta Road category and reference them from roads, attributes, and tools. Create one from the right-click Add → Meta Road menu:

Creating a Meta Road profile from the Content Browser Add menu

A set of default profiles ships at /MetaRoad/DefaultPreset; keep it unchanged for backward compatibility:

The default profiles at /MetaRoad/DefaultPreset

Profile types

Profile asset

Defines

Road Profile

The lane layout a new road starts with

Curb Profile

Curb material + geometry for sidewalk lanes

Mark Profile

A road-marking strip (type, size, color)

Attribute Profile

A custom lane-attribute type (Generate / Spline Mesh / Component / Actor / Lofting)

Polygon Profile (Pro)

Reusable 2D polygon shapes for lane overlays

Most profiles open a dedicated editor when you double-click them — described on each profile’s page. Many can also be applied to a road lane by dragging them from the Content Browser onto the road.

Not a content profile, but a related Meta Road asset: the Build Preset — a saved bundle of a road’s build settings (see Preset Mode).

Drag and drop

You can apply many profile assets to a road directly from the Content Browser — drag the asset into the viewport and drop it onto a road. Instead of spawning a new actor (the usual Unreal behavior), MetaRoad adds the corresponding attribute to the currently selected road lane:

Dragged asset

Result on drop

Mark Profile (URoadMarkProfile)

Sets the lane’s Road Mark attribute (replaces the existing one)

Polygon Profile (URoadPolygonProfile) (Pro)

Adds a Polygon attribute key at the point nearest the cursor

Attribute Profile (any URoadLaneAttributeDescriptor blueprint)

Adds that attribute to the lane

Note

Select the target road (and be in a lane-editing context) before dropping. Any other asset dropped on the level behaves normally — this special handling only applies to MetaRoad profile/attribute assets.

See also