RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

Server CommandsGE UtilitiesGame Engine MainNavigation GraphScreenshot CaptureServerServer ConnectionSpawnpoint ManagerSimulation TimeVehicle SpawningSuspension Frequency Tester
Editor AI TestsEditor AI VisualizationEditor – Assembly Spline ToolAsset BrowserAsset DeduplicatorAsset Management ToolSFX Previewer (Audio Events List)Audio Ribbon EditorAutoSaveBarriers EditorBiome ToolBuilding EditorBulk RenameCamera BookmarksCamera TransformCamera Path EditorCEF HelperCo-Simulation Signal EditorCrawl Data EditorCreate Object ToolDataBlock EditorDecal EditorDecal Spline EditorDocumentation HelperDrag Race EditorDrift Data EditorDrive Path EditorDynamic Decals Tool (Vehicle Livery Creator)Engine Audio DebugExtensions DebugExtensions EditorFFI Pointer Leak TestFile DialogFlowgraph EditorForest EditorForest ViewEditor Gizmo HelperEditor Ground Model Debug HelperEditor Headless Editor TestEditor Icon OverviewEditor ImGui C DemoEditor InspectorEditor Layout ManagerEditor Level SettingsEditor Level ValidatorEditor LoggerEditor Log HelperEditor MainEditor Main MenuEditor Main ToolbarEditor Main UpdateMap Sensor EditorMaster Spline EditorMaterial EditorMeasures Inspector HeaderMesh Editor (Base)Mesh Road EditorMesh Spline EditorMission EditorMission PlaybookMission Start Position EditorMulti Spawn Manager (Vehicle Groups)Navigation Mesh EditorEditor News MessageObject Tool (Object Select Edit Mode)Object To Spline EditorParticle EditorPerformance Profiler / Camera RecorderPhysics ReloaderPrefab Instance EditorEditor PreferencesRace / Path EditorRally EditorRaycast Test Editor ToolRenderer Components Editor ToolRender Test Editor ToolResource Checker Editor ToolRiver EditorRoad Architect EditorRoad DecorationsRoad Editor (Decal Road)Road Network ExporterRoad River Cache HandlerRoad River GUIRoad Spline EditorRoad Template EditorRoad UtilitiesScene TreeScene ViewScreenshot Creator BootstrapScript AI EditorScript AI ManagerSensor Configuration EditorSensor DebuggerShape EditorShortcut LegendSidewalk Spline EditorSites EditorSlot Traffic EditorSuspension Audio DebugTech Server ManagerTerraform ToolTerrain And Road ImporterTerrain EditorTerrain Materials EditorText EditorTool ManagerTool ShortcutsTraffic DebugTraffic ManagerTraffic Signals EditorUndo History ViewerVehicle Bridge TestVehicle Detail ViewerVehicle Editor MainEditor - VisualizationEditor Viz HelperEditor Water Object HelperEditor Windows Manager
Crawl Editor - BoundariesCrawl Editor InputCrawl Editor Mission Port ToolCrawl Editor PathsCrawl Editor PresetsCrawl Editor Starting PositionsCrawl Editor TrailsCrawl Editor Waypoints

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API ReferenceGE ExtensionseditorcrawlEditor

Crawl Editor Waypoints

Class-based waypoint/pathnode editor for the Crawl Editor. Manages pathnode selection, gizmo manipulation, segment visualization, and the pathnode detail inspector with custom fields.

Class-based waypoint/pathnode editor for the Crawl Editor. Manages pathnode selection, gizmo manipulation, segment visualization, and the pathnode detail inspector with custom fields.


Constructor

local Waypoints = require('editor/crawlEditor/waypoints')
local wpEditor = Waypoints(crawlEditorRef)

Class Methods

MethodSignatureDescription
C:init(crawlEditor)Initialize with parent editor reference
C:setPath(path)Set the active path (with pathnodes graph)
C:selectPathnode(id)Select pathnode by ID, highlight in viewport
C:selectedPathnode()→ node/nilReturns the currently selected pathnode object
C:getSelectedPathnodeIndex()→ numberReturns selected pathnode ID
C:setSelectedPathnodeIndex(idx)Sets selected pathnode ID
C:updateTransform(index)Sets gizmo transform from pathnode pos/normal
C:beginDrag()Captures pre-drag state for undo
C:dragging()Handles translate/rotate/scale gizmo interaction
C:endDragging()Commits undo action for gizmo manipulation
C:handleMouseDown(hovered)Selects clicked pathnode or clears selection
C:createManualPathnode()Shift-click creates a new pathnode at mouse position
C:mouseOverPathnodes()→ node/nilFinds closest pathnode under mouse ray
C:drawPathnodeSelectionIndicators()Debug-draws all pathnodes with highlight/normal/faded modes
C:drawPathnodeSegments()Draws directional prisms between sequential pathnodes
C:draw(mouseInfo)Main draw loop: gizmo update + input
C:input()Processes mouse input, hover, selection, shift-create
C:drawPathnodeList(trail)ImGui list with Add/Remove/Move Up/Move Down buttons
C:drawPathnodeDetail(pathnode, index)Inspector: name, position, radius, recovery flag, custom fields
C:drawCustomFields(fields)Renders custom string/number/vec3 fields with copy/paste

Gizmo Modes

ModeBehavior
TranslateMoves pathnode position
RotateRotates pathnode normal (local/world alignment)
ScaleChanges pathnode radius proportionally

Custom Fields System

-- Add custom fields to any pathnode
fields:add("myField", "string", "defaultValue")
fields:add("speed", "number", 50)
-- Copy/paste between pathnodes

Supports types: string, number, vec3


Notes

  • Uses path.pathnodes.objects (keyed by ID) and path.pathnodes.sorted (ordered array)
  • Undo/redo via editor.history:commitAction with serialization callbacks
  • Pathnode draw modes: highlight (selected), normal, faded (non-pathnode edit mode)
  • Recovery pathnodes shown with [Recovery] label in list and tooltips
  • "Down to Terrain" button snaps pathnode to terrain height

See Also

  • Crawl Editor - Boundaries - Related reference
  • Crawl Editor Input - Related reference
  • Crawl Editor Mission Port Tool - Related reference
  • World Editor Guide - Guide

Crawl Editor Trails

Class-based trail editor for the Crawl Editor. Trails are the top-level objects that link paths, boundaries, starting positions, and prefabs together.

Decal Spline Populate

Handles the creation, placement, and removal of decal instances along a decal spline's path. Manages DecalData templates, round-robin/random component distribution, and per-component row/col propagati

On this page

ConstructorClass MethodsGizmo ModesCustom Fields SystemNotesSee Also