Release Notes

v2.0.2

  • Added ConvertSplineToPolyline_InDistanceRange2() method to URoadSplineComponent

  • Fixed GraphOp for Build Mesh Tool

  • Fixed redirects (Engine.ini -> CoreRedirects)

  • Fixed ZoneGraphData connections

  • Fixed default road materials assets

v2.0.3

  • Fixed ZoneGraphData connections

  • Added LandscapeLayerFactor property for URoadSplineComponent

  • Added ZoneTags property for FRoadLane

v2.0.4

  • Fixed decals generation in the Build Mesh Tool

  • Fixed ctrl+z in the Draw Spline Tool

  • Fixed landscape layer painting in UE5.7

  • Supported of Mac

v2.0.5

  • Fixed landscape spline intersections

  • Added collision profiles to the Build Mesh Tool

v2.0.6

  • Fixed UV maps for long road splines

  • Fixed wrong error messages in the Build Mesh Mode

  • Fixed the movement of multiple road actors simultaneously

v2.0.7

  • Fixed UV maps bug from v2.0.6 release

v2.1.0

  • The mechanism of preset has been completely refactored:

    • UMetaRoadPreset has been deprecated and is no longer used.

    • Road profiles, markings, curbs and attributes have been added as separate assets. See Profiles.

  • More advanced Lane Types have been added and the ability to create new Lane Types has become available. See Lane Types.

  • Improved approach to assigning materials to road lanes. See Lane Types.

v2.2.0

  • Ability to create a road profile from a selected road section

  • Ability to automatically align the width of lanes at connections

  • Quick lane direction change

  • Ability to quickly re-attach a road spline between different actors

  • Automatic fit of the width of the lanes at the end of the spline

  • Added Landscape Attribute

  • FixedG of “shooting triangles” in the landscape due to sharp spline curvature

v2.3.0

  • New Curb Cut road attribute

  • New Sidewalk Height attribute

  • Improved UI/UX for working with road attributes

  • Added attribute spline mesh collision

  • Fixed crashes when working with road attributes

  • Improved “Sidewalk Height” workflow

  • Fixed build for linux

v2.4.0

v2.5.0

  • Refactored (renamed): FLaneInstance -> FRoadZone, FLaneType -> FRoadZoneType, FLaneTypeDetails -> FRoadZoneTypeDetails, etc

  • Hot fix: Height (Z coordinates of vertices) of the generated mesh

v2.6.0

  • New Lofting attribute (Pro) — extrude 2D cross-section profiles along a lane into bridges, tunnels, and walls, with a dedicated 2D cross-section editor

  • New Roundabout Tool (Pro) — draw circular roundabouts and ring roads

  • Roads are now AMetaRoad actors

  • Spline grouping — group a road’s splines so they bake into one seamless mesh; added road underside generation

  • Added a segment sampler mode for generative attributes (by segment length / between keys)

  • Landscape improvements and smoother meshes on sharp spline curvature

  • Fixes: looped road marks, SVG-imported polygons, loft cap normals

v2.7.0

  • New Chevron Marking Tool (Pro) — chevron guide-island markings

  • Drag & drop — drag Mark / Polygon / Attribute profiles from the Content Browser straight onto a road lane

  • Multiple lane selection — edit several lanes at once

  • Dedicated Road Profile editor

  • New selected-key overlay widget and reworked attribute-editor UI

  • Fix: broken spline node handling

v2.7.1

  • Fixed a baking bug where cleanup could delete user meshes

  • Added an undoable Clean Strategy for re-bakes — Move to Trash or Permanent Delete (see Auto-cleaning)

v3.0.0

  • Supported of UE5.8

  • Unified Meta Road editor mode — a single entry point for all road authoring (drawing, editing, live preview, baking) with an integrated tile palette (Create / Edit / Bake / Misc)

  • Baking is now a mode action (Bake Selected / Bake All, asynchronous with a progress notification); the separate interactive “Build Mesh Tool” was removed

  • New Schematic / Preview view toggle with a live, non-destructive mesh preview

  • New FBX Export

  • Closed-loop splines to fill areas — plazas, parking lots, and intersection interiors (see Closed-Loop Spline)

  • Roads can drape onto the landscape (Snap-to-Ground overlap strategy)

  • The generative attribute family “Curve” was renamed to Generate (Spline Mesh / Component / Actor / Lofting)

  • Road-spline editing is now available even outside the Meta Road editor mode

  • Documentation fully restructured for this release