Asset Library

Versioning
As we introduce and deprecate features in the plugin, we release updated versions of the Asset Library. Here is a table showing the compatibility between various versions of the library and the plugin.
| Asset Library | Errant Paths plugin |
|---|---|
| 1.3 | 1.2 and later |
| 1.2 | 1.0 - 1.1 |
| 1.1 | 0.10 |
| 1.0 | 0.9 |
Asset Library
- Asset Library 1.3 (Errant Paths 1.2+)
- Asset Library 1.2 (EP 1.0+)
- Asset Library 1.1 (EP 0.10+)
- Asset Library 1.0 (EP 0.9)
Errant Paths comes with Asset Library that can be downloaded from the plugin download page. You are free to use these assets in your projects and to adapt them to your needs.
The library contains several types of Paths:
- Asphalt road and an X/Y/T-shaped intersection and two roundabouts
- A highway with on/off ramps
- Railway with an Y-fork
- Transition between Asphalt<->Ramp roads
- Powerlines
- Castle walls and towers
- Pier
- A wooden fence
- Coobblestone street
- Race track
Other examples are included directly in the plugin:
- The Shallow Water river
- Rollercoaster
- Simple asphalt roads and tunnels
Many of these Paths support being placed at/above/below the terrain. They automatically spawn tunnels, support pillars and adjust landscape/biomes around them.

Errant Paths comes with Asset Library that can be downloaded from the plugin download page. You are free to use these assets in your projects and to adapt them to your needs.
The library contains several types of Paths:
- Asphalt road and an X-shape intersection
- A highway with on/off ramps
- Railway with an Y-fork
- Transition between Asphalt<->Ramp roads
- Powerlines
Most of these Paths support being placed at/above/below the terrain. They automatically spawn tunnels, support pillars and adjust landscape/biomes around them.

Errant Paths comes with Asset Library that can be downloaded from the plugin download page. You are free to use these assets in your projects and to adapt them to your needs.
The library contains several types of Paths:
- Asphalt road and an X-shape intersection
- A highway with on/off ramps
- Railway with an Y-fork
- Transition between Asphalt<->Ramp roads
- Powerlines
Most of these Paths support being placed at/above/below the terrain. They automatically spawn tunnels, support pillars and adjust landscape/biomes around them.

Errant Paths comes with Asset Library that can be downloaded from the plugin download page. You are free to use these assets in your projects and to adapt them to your needs.
The library contains several types of Paths:
- Asphalt road and an X-shape intersection
- A highway with on/off ramps
- Railway with an Y-fork
- Transition between Asphalt<->Ramp roads
Most of these Paths support being placed at/above/below the terrain. They automatically spawn tunnels, support pillars and adjust landscape/biomes around them.

Download
- Asset Library 1.3, 1.2, 1.1
- Asset Library 1.0 (EP 0.9)
The download link can be found on the License Page:

The library needs to be extracted in Content/ErrantWorlds folder of your project. If "ErrantWorlds" folder doesn't exist, you need to create it. Make sure to not add any extra subfolders as this will break asset references within the library. Windows by defaults adds an extra subfolder when extracting. Make sure to remove it from the path (see the video).
The download link can be found on the License Page:

The library needs to be extracted directly in the Content folder of your project. Make sure to not add any extra subfolders as this will break asset references within the library. Windows by defaults adds an extra subfolder when extracting. Make sure to remove it from the path (see the video).
If you upgrade to Asset Library 1.1, see Upgrading to Errant Paths 0.10 for how to move the old assets to the new location.
Runtime Virtual Texturing
In these examples, we spawn hundreds of decals and SplineMeshes for lane markings, potholes, dirt, etc. In order to optimize rendering of all these objects, we use Runtime Virtual Texturing in certain Path materials (ex: Asphalt).
For RVT to work, Virtual Texturing support needs to be enabled in Project Settings. Go to Main Menu -> Edit -> Project Settings and check "Enable virtual texture support" setting. Then restart the editor.

The plugin may also show a warning about RVT not being fully configured. You can then press the button to confiure RVT with a single click.

Placeholder Assets
The assets we provide are low-poly/low-resolution placeholders, but they usually have an equivalent asset in the Quixel/Megascans library or Poly Haven. For Poly Heaven assets we maintain their original name, so they can be easily found on the website. For Megascans assets we contain the ID of the corresponding Megascans asset (ex: "S_ConcretePillar_ujkgddqva") which allows for finding these assets easily in the Megascans library. Search the library with the ID (ex: "ujkgddqva").

Once the detailed asset is downloaded, remove the placeholder asset and choose an option to replace references to it with the high-poly asset from Megascans. Both meshes and textures can be replaced this way.

Biomes
If you own Errant Biomes and have it enabled in the project, Paths will automatically remove foliage around themselves. They do it by writing to a BiomeMask (EM_RemoveLargeFoliage), which is then sampled in the Sub-biome's Growth Material (ESB_ExampleForest).
For this to work, you need to have Biome auto-regeneration enabled while you regenerate the Paths.
The process of configuring Paths to affect Biomes is decribed here.
Known issues
There are a known issues present in the ExampleMap1 and provided Path assets.
- Asset Library 1.3, 1.2
- Asset Library 1.1, 1.0

The main remaining issue is the overlap of highway barriers and exit ramps. This becomes apparent after both Paths are regenerated. In our existing map, we've manually removed the overlapping components as a temporary fix. However, we're exploring automated solutions, potentially involving Labels, GenerationCallbacks, or the OverlapResolver to streamline this process in future updates.

When Paths cross or overlap, RVT renders meshes and decals on both Paths, leading to unintended visuals (e.g., duplicated lane markings on highways). This is solved in Errant Paths 0.10 and Asset Library 1.1 by selectively disabling RVT in overlapping Path areas.
Highway barriers overlap with exit ramps. This becomes apparent after both Paths are regenerated. In our existing map, we've manually removed the overlapping components as a temporary fix.
The lack of a longitudinal falloff setting in landscape adjustment leads to the creation of unrealistic vertical cliffs at tunnel entrances. These areas often require manual sculpting adjustments and cutting holes in the landscape using the built-in tools. Longitudinal falloff was introduced in Errant Paths 1.0.
There is no electrical wire along the railway. Support for CableComponents within Paths was added in later versions of Errant Paths.
Future plans
We plan to extend the Asset Library with many more examples, including:
- various intersections, highway interchanges
- subway
- complex roads with sidewalks, bike lanes, crosswalks
- dirt paths
- rivers and man-made channels
- bridges
- fences and walls
- pipelines
We also plan to add more configurable elements to existing Paths, such as lamp posts, road signs, dirt, trash, graffiti and more.