***THIS IS ALL BASED ON THE STUDIO UPDATE AND PHOTOS POSTED AT THE FOLLOWING LINK: https://live.dovetailgames.com/live...cles/article/train-sim-world-studio-update*** I doubt there are any others as excited for the eventual release of the Route Editor than myself. Today's Studio Update has been VERY revealing as to the internal workings, features, and limitations of the route editor for Train Sim World. In this post I'd like to thoroughly dissect and speculate on one of the three photos released in the Studio Update. That photo is posted below. At first glance, it's Unreal Engine 4. But it's not. Not the stock Unreal Engine 4 anyway. MODES Look at the eight icons on the top-left below the word "Modes". There are five modes by default in Unreal Engine 4 (those are the first five). The three to the right are custom. What are they? 1) Track. This is speculation based on it having the icon of track. It is the mode currently selected. 2) I have no idea what the second icon represents. There are many colors which leads me to believe that this is a texture painter of sorts. Again, this is custom and not included with Unreal Engine 4 by default. 3) I have no idea what this final icon represents. The icon leads me to believe that it's a mode to "overlay" something...perhaps Google Maps overlay? TRACK MODE You can speculate on the last two modes. I'll focus on Track for now. It's clear based on the naming of the parameters in this mode that DTG designed track the same way as in TS1. That's via the "ribbon" system. My interpretation of the ribbon system is a combination of track sections into one, continuous track. This "ribbon" of track can be manipulated in several ways. Look at the properties on the left. These seem to be a collection of constants and booleans that allow the developer to customize how the tracks appear while laying them. For example, you can choose to highlight sections of track that are perfectly level, highlight where tracks have gaps, and even show which track rule is applied to each section. There's many ways to customize how the tracks appears while developing. Now look to the FAR left. See that series of icons? These seem to be your main track tools for laying and manipulating track. I'm going to speculate as to the function of some of these. 1) The top icon that looks like a silver arrow will be where you click and drag individual track sections. To move them throughout the game world. 2) The small track icon will be what you use to physically lay track in your landscape. 3) This tool looks like a protractor. I'm assuming this will allow you to adjust the grade of track that has been laid. 4) This has to be the crossover tool! This'll allow you to create areas where trains can switch between tracks. 5) The scissor icon could have multiple meanings. It could be the CUT portion of a "cut and paste". It could also be a way to slice a track section into multiple pieces. 6-12) I have no idea what these icons could represent. Let's proceed to the final three. 13) Track with two arrows pointing in either direction. Looks like the offset tool from TS1. For those who don't know, the offset tool allows you to place linear objects at the exact curvature and length of another linear object already in the world. This is how platforms exactly conform to how the track is laid. 14) This icon represents a signal. I am assuming this allows you to place a signal and connect it to a piece of track that has already been laid. 15) I have no idea what this last icon could possibly represent. At first glance it appears to be passengers walking on a platform with a squiggly yellow line representing a walking path below it? TOP RIBBON The top ribbon (Save Current, Source Control, Marketplace, etc.) is mostly all default in UE4. The only plugin that shows itself is Simplygon. All we can really discern from the top ribbon is that DTG is using Source Control to back up and distribute the game files throughout the workplace (see the green icon below Source Control). Source Control connects to a dedicated server running an application such as Perforce. This server stores and organizes changes submitted by developers. If a game-breaking change is made or lots of files are deleted, the Source Control server is able to roll back to any previously submitted changes. With a proper Source Control solution, loss of data or the inability to recover from bad submissions is averted. HINT TO DEVELOPERS: Use Source Control from the beginning of your project!!! MAIN VIEWPORT The main viewport is directly below the top ribbon. It shows the three-dimensional world! There are many changes to the top of the viewport that are specific to TSW. I'll point out the ones that stand out. 1) Compass Rose. The camera's current direction is shown. The direction the camera is facing in the photo is Northwest. 2) Latitude and Longitude Coordinates (with play button). The current latitude and longitude coordinates are shown. The play button leads me to assume that a custom latitude and longitude can be entered and accessed by pressing the play button. This is how it behaves in TS1. 3) Google Maps. The fifth icon from the right. Google Maps overlay exists, folks! You'll be able to see the real world overlaid on the landscape if you wish. There are other custom icons but I have no idea what they do yet. UE4 VERSION, MEMORY USAGE, AND FRAMERATE As I write this post, Unreal Engine 4 is at version 4.20. This screenshot shows that the version DTG is using is 4.16. That's a rather old revision but not obsolete by any standard. It takes a LOT of time for a project of this scale to work properly on a new version of UE4. Given time, DTG will migrate the game to more recent versions. 4.16 is a great version, but UE4 has made many improvements since. Just read the release notes. Memory usage is another situation entirely. This particular portion of the map (and all the other open tabs) is consuming 7.8GB of physical memory. I'm sorry to say, but those of you with systems that have less than 16GB will NOT work optimally with the editor. You must upgrade your systems accordingly! Framerate is a concern, too. Notice how the framerate of this particular scene is 26FPS. That's quite skippy. You MUST understand that the editor has a LOT going on. Construction scripts, uncooked content, and unbaked lighting are all things to consider when developing in UE4. There's a lot going on in the background that most people don't know about! YOU WILL NOT BE ABLE TO RUN THE EDITOR SMOOTHLY ON A SUB-PAR COMPUTER! SIGNAL PROPERTIES The developer currently has a signal asset selected. The properties for said asset are on the far right. Let's go through them, shall we? 1) SIGNAL ID: Each signal has a unique identifier. Specify it here. The yellow arrow on the right means that "BA3" isn't the default value for this variable. 2) SIGNAL TYPE: Each signal has a specific area to which they apply. This is a mainline signal. I don't know how many options there are, but I am assuming that a Yard signal is an appropriate choice as well. 3) DEFAULT SIGNAL ASPECT: This is one that I have been begging for. Not all signals start out as stop signals. Some of them always show a different aspect until a train interacts with them. I am very happy that this feature made it in! 4) ROUTE TABLE. The route table presumably shows all routes that the signal controls. See the entry next to "Routes"? See how it says "2 array elements"? That means the selected signal controls access to two different routing possibilities. The first index is likely continuing straight. The second index is switching tracks. You'll be able to control how each signal controls the routing of a train. Pretty cool, right? That's pretty much it for the signals. Let's look at the CONTENT BROWSER. CONTENT BROWSER The content browser is a default part of UE4. All assets, blueprints, materials, textures, etc. that you import will appear in the content browser. The content browser allows you to organize assets into specific folders and add them into your world. The folder selected in the photo is of the "Blueprints" subfolder of "Clutter". Clutter is just a series of miscellaneous scenery objects that fill up the world space to make it more detailed and immersive. I won't go into detail on Blueprints here. To add a specific clutter object into the world, you'd first navigate to the Blueprints folder, then click and drag the desired Blueprint into the viewport. If configured correctly, the object will appear in the world and can then be manipulated. CONCLUSION That's all I have for now! This truly proves that a photo is worth a thousand words! Please let me know if you have anything additional to add, any critiques on my speculation, and any speculation of your own! Please keep the speculation healthy and the conversation constructive!