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出品MetaRoad Freeのメディア1
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説明

MetaRoad - Procedural Road Network & HD-Map Editor

Draw, edit, preview, bake. Author complete road networks inside Unreal Engine and get real, game-ready meshes plus a logical road graph.

MetaRoad turns Unreal Engine into a procedural road-network and HD-map editor. You design roads interactively with splines in a dedicated editor mode, preview the result live, and bake actual StaticMesh geometry — drive surface, sidewalks, curbs, markings, guardrails, bridges and more — together with a logical lane graph for traffic and AI.

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

Key Features

Interactive authoring

  • Draw roads as splines and connect them into networks — one Meta Road editor mode with Create / Edit / Bake tile palettes.

  • Live, non-destructive preview — the road stays editable data until you bake; nothing is written to disk until you choose to.

  • One-click tools for the common cases: Intersections (T / X / multi-lane), Roundabouts, Crosswalks, and Chevron guide-islands. (Pro)

Rich road model

  • Any number of lanes with asymmetric sections and per-lane types: driving, sidewalk, bicycle, bus, parking, tram, shoulder, and custom.

  • Per-lane offset and width curves, lane directions, and full junction connections (predecessor / successor, lane-to-lane).

  • Closed-loop splines to fill areas — plazas, parking lots, intersection interiors.

Attributes - the extension engine

  • Sample data and geometry along any lane: speed limits & metadata, road markings, guardrails / barriers / fences, lamp posts & props, sidewalk ramps, curb cuts, and surface polygons (arrows, stop lines, hatching).

  • Generate meshes, components, or actors along lanes, or loft 2D cross-sections into bridges, tunnels, and retaining walls.

  • Add your own attribute types in Blueprint (no C++) or C++ — they appear automatically, with no changes to the core plugin.

Baking & export

  • Bake to StaticMesh + SplineMesh + decals with per-lane-type materials, multi-channel UVs (UV0 / UV1) and vertex colors for seamless blending at intersections.

  • Configurable asset output location, per-user folders, and automatic cleanup of previous bakes.

  • FBX export for any pipeline.

Integrations

  • ZoneGraph AI-navigation data generation. (Pro)

  • Landscape deformation — carve and paint the Unreal landscape to follow your roads. (Pro)

  • Real-world map tiles (Google Maps / OSM / Bing) for georeferenced building.

  • Compatible with the City Sample pack.

Reusable content & API

  • Content-Browser assets: Road / Curb / Mark / Attribute / Polygon Profiles and Build Presets — plus ready-made samples.

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

Free vs Pro

Core road authoring and baking are FREE. Pro unlocks the advanced automated tools and integrations.

Full breakdown: herel

Good to know

Baked content is plain StaticMesh assets and works without the plugin. MetaRoad is only required at runtime if you use the road graph in-game (for example, to drive traffic).

By default, the plugin includes a simple, lightweight road materials pack. The videos and images examples use the free CitySample Pack. It needs to be downloaded and installed separately.

Links

Quick start

  • How to setup plugin, see here

  • How to draw new road/intersection, see here

  • How to build mesh, see here

Dependencies

This plugin has dependencies on the following plugins (these are default plugins that come with Unreal Engine):

  • GeometryProcessing

  • MeshModelingToolset

  • ModelingToolsEditorMode

  • ZoneGraph

  • PCG

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