Global

Project-wide tools

Global Tab

The Global tab is used for higher-level operations that work across multiple roads or the whole map. Instead of editing one road in isolation, you use this tab to apply overrides in bulk, generate supporting Blueprint assets, or run optimisation processes that prepare Road Constructor output for a more game-ready workflow. Use scene-wide overrides, Blueprint spline generation, Blueprint mesh spline generation, and Game-Ready Optimisation workflows from one project-level control tab.

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Using the Global Tab

The Global tab is used for higher-level operations that work across multiple roads or the whole map. Instead of editing one road in isolation, you use this tab to apply overrides in bulk, generate supporting Blueprint assets, or run optimisation processes that prepare Road Constructor output for a more game-ready workflow.

  1. Open Road Constructor in the docked mode panel.
  2. LMB-click the Global tab icon in the main tab grid.
  3. Open the Global Overrides, Blueprint Spline Generator, Blueprint Mesh Spline Generator, or Optimisation section depending on the task you want to perform.
  4. Review the active section carefully before applying actions that affect many roads or generated assets.

Global Overrides

Global Overrides applies bulk collision and shadow settings across placed road content. It is designed for scene-wide or selection-based override work. In the supplied screenshot, the section explains that viewport picking is active inside the Global tab.

  1. Choose a Target Mode. Use All Roads In Scene for a broad scene pass, or Use Current Editor Selection for a controlled targeted pass.
  2. Tick or untick the content filters such as Road Surface, Sidewalks, Fences, and Props.
  3. Choose the Collision Profile you want to apply.
  4. Tick or untick Cast Shadows depending on whether you want shadow casting enabled.
  5. Press Apply Global Overrides to push the selected settings onto the targeted road content.

Blueprint Spline Generator

Blueprint Spline Generator creates standard Unreal spline actors from Road Constructor road centre lines. These splines can then be used by Blueprint tools, traffic systems, AI workflows, and external plugins. The generated assets can optionally be saved to Content for reuse.

  1. Select one or more roads if you want a focused generation pass.
  2. If you want to manage a manual list, use Add Current Road To Spline Selection.
  3. Choose whether Auto Close Detected Loops and Save Blueprint Assets To Content should be enabled.
  4. Use Generate From Spline Selection, Generate From Selected Roads, or Generate From All Roads depending on your scope.
  5. If needed, press Clear Generated Blueprint Splines to remove the generated spline output.

Blueprint Mesh Spline Generator

Blueprint Mesh Spline Generator creates reusable Blueprint actors that contain a road-centre spline plus instanced static meshes such as cones, bollards, signs, posts, barriers, or other props. In other words, it takes the idea of the Blueprint Spline Generator further by letting you place meshes along those spline paths.

  1. Choose a Single Static Mesh or build a Mesh Array depending on whether you want one repeated mesh or a varied set.
  2. Set Spacing, Start Offset, End Offset, and Side Offset.
  3. Enable Mirror Side Offset if you want matching output on the opposite side of the spline and you are using a side offset.
  4. Adjust Height Offset, Yaw Offset, and random scale limits if needed.
  5. Enable Align To Spline Direction, Random Yaw, or Conform To Terrain as required by the asset type and scene.
  6. Use Add Current Road To Mesh Spline Selection and Generate From Mesh Spline Selection if you want manual control, or use Generate Mesh Splines From Selected Roads or Generate Mesh Splines From All Roads for larger passes.
  7. Use Update Chosen Mesh Spline or Update All Generated Mesh Splines when you change settings and want to refresh existing output.
  8. Use Clear Generated Blueprint Mesh Splines when you want to remove that generated output.

Optimisation

The Optimisation section is the Game-Ready Optimisation workflow for the current Road Constructor-owned scope. It is designed to help process a newly authored or edited map and provide report-based readiness checks, exportable reports, restoration to editable mode, and cleanup of generated optimisation output.

  1. Choose the correct starting button for your situation: Optimise Fresh New Map or Optimise Existing / Edited Map.
  2. Wait for the process to complete and review the Status section.
  3. Run Final Checklist when you want the readiness validation stage.
  4. Use Export Reports to write the generated reports.
  5. Use Restore Editable Map if you need to return to a normal editing workflow.
  6. Use Clear All Optimisation Output when you want to remove optimisation output and reset that output layer.

Generated Mesh Assets Created by Optimisation

During optimisation, Road Constructor can create generated mesh assets inside the project Content folder. These assets are used by the optimisation workflow as managed output for the map, rather than replacing the editable Road Constructor source workflow. The generated output is organised using folder names based on the current map name, which helps keep optimisation assets for different maps separated and easier to identify.

  • Generated mesh assets are part of the optimisation output used for game-ready visual results.
  • The editable Road Constructor source remains the authoring source, so you can still return to edit mode when the workflow requires it.
  • Map-name-based folders make it easier to find which generated assets belong to which level or test map.
  • After changing a map, use Optimise Existing / Edited Map rather than manually editing generated mesh assets.
  • Use Export Reports after optimisation so you have a clear record of what was generated and validated.