[bug] After install 4.8p4 i have a vehicle problems

after install UE4.8p4 i have problem with my vehicles, all stop properly working(when i try to use them --one don’t move(it stuck in ground), another sometimes fly in sky and hl2 buggy strange rotated), this is a bug or it something change from 4.7.6 in vehicle bp?

http://i.piccy.info/i9/95285ce59ffaff658def3d67925be78e/1432929390/77832/914568/2_800.jpghttp://i.piccy.info/a3/2015-05-29-19-56/i9-8273808/800x470-r/i.gif

also i have strange messages(after update to 4.8p4) in one of my vehicles bp

http://i.piccy.info/i9/e4f0b6501ef972da8b29b831eeea6e8e/1433007251/39689/858517/bp_800.jpghttp://i.piccy.info/a3/2015-05-30-17-34/i9-8276966/800x254-r/i.gif

http://i.piccy.info/i9/609cba7a89e84df2d9101e76b827ea66/1433007562/51411/858517/bp_800.jpghttp://i.piccy.info/a3/2015-05-30-17-39/i9-8276991/800x412-r/i.gif

[=;302425]
another sometimes fly in sky
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not sure about the others but this one is a know bug, its been around for quite a long time, posted a video showing it in the “horrible car physics” thread.

[=;302425]

also i have strange messages(after update to 4.8p4) in one of my vehicles bp

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Hi ,

It looks like you are casting to a character blueprint instead of a controller blueprint. Try switching the ASP_Character cast node to a cast for your controller blueprint and see if this fixes the error.

[= ;302879]
Hi ,

It looks like you are casting to a character blueprint instead of a controller blueprint. Try switching the ASP_Character cast node to a cast for your controller blueprint and see if this fixes the error.
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thx for reply, but i need cast to ASP_Character because it contained my widget(UMG interface with health and other stuff), also how about cast to BP_weapon_rpg, it also has strange message, so i hope in final release i see all be fixed

PS and pls add normal vehicles support in unreal!!! goal its near to gta 5 physics

Hey mind posting an Image of your collisions?

Just curious as that could be a problem as well. :slight_smile:

In 4.8 you should no longer cast up in the hierarchy, so in 4.7 it was possible to have the classes Human->Man->OldMan and if you had a variable of type OldMan you could cast it to Man and you could also cast it to OldMan, even with it already being an OldMan. In 4.8 you will receive warnings for any cast which does not goes down in the hierarchy. It’s no bug, they just want to help you removing unnecessary cast, because a OldMan can always access anything in the class Man, you don’t need to cast.

[=;303685]
Hey mind posting an Image of your collisions?

Just curious as that could be a problem as well. :slight_smile:
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here http://i.piccy.info/i9/8d6f38e3a0e001f67d686d4a2d203f85/1433447990/104337/914568/collision_800.jpghttp://i.piccy.info/a3/2015-06-04-19-59/i9-8300744/800x458-r/i.gif

also i have a box on my buggy(for character overlap check event) at the left side of buggy, but after 4.8 install it collide with my character(but i set it to overlap all) i think its bug, and it can be a reason with weird car rotation

the final version of 4.8 don’t fix vehicle problems!!! so what can i do next? create new project? and recreate my vehicles from scratch? but is that help???

Hi,

Can you find the box component and set the auto weld flag to false?

,

I believe this is a bug with attaching shapes to skeletal mesh components. I’ve submitted a fix for it which if you are compiling from source can be found here: https://github.com/EpicGames/UnrealEngine/commit/3648ae5609f13da13eef98d0f01c2923302318e2

It should be self contained as it’s just a few lines.

Sorry for the trouble!
As a temp work around turning off the auto weld flag on the box shapes should resolve the issue.

thx for reply, i check this “auto weld disable” solution.

[=‘[Epic]
;308279’],

I believe this is a bug with attaching shapes to skeletal mesh components. I’ve submitted a fix for it which if you are compiling from source can be found here: https://github.com/EpicGames/UnrealEngine/commit/3648ae5609f13da13eef98d0f01c2923302318e2

It should be self contained as it’s just a few lines.

Sorry for the trouble!
As a temp work around turning off the auto weld flag on the box shapes should resolve the issue.
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Thanks! Disabling bAutoWeld fixed the issue of vehicles remaining stuck in the ground.

[=piinecone;308981]
Thanks! Disabling bAutoWeld fixed the issue of vehicles remaining stuck in the ground.
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I’m confirm!! — disable auto weld is fix problem!!! thx