Okay, so what you are saying is it is on the correct axis? So thats not the problem right? Thanks for your guys time
No it isnât on the correct axis now. If you read my comment above I said the front of the vehicle needs to be on the Y-axis
I did, yes. Thatâs how I rigged my vehicles and they work. The screenshots of the UE4 âSedanâ posted by others show the same (http://prntscr.com/bfqq7t). Note: Check the right side of the image, not the left one.
The one thing that might have gone wrong is the rotation when importing the vehicle, and rotating it 90°. When you rotated the vehicle in Max, did you apply âReset XFormâ to your mesh and bones? The exporter tends to revert any rotation you did without resetting it, so even though its rotated properly in max, it may still rotate mesh and / or bones towards the original axis.
No C++ needed if you reuse the blueprints Epic provided, just swap the mesh. And even if you make your own, new vehicle blueprint, it should still work without code.
If your script is correct then your axis when comparing blueprint to the world should look like this - http://prntscr.com/bfqq7t
This may sound stupid but did you check your inputs http://prntscr.com/bfqr2l
But @Echelon said it needs to face the positive âXâ axis lol
Also if you look at this buggy made by Epic Games Its facing the same axis as my vehicle and it drives perfectly fine. Its the vehicle game demo.
Is their any C++ I need to do? Or could it be when I had my vehicle offset the software still thinks its on the Y Axis?
Also when I first attempted this it âwasâ on the Y axis and it was driving sideways thatâs when I saw that it was probably because it was on the Y not the X so I converted it to -90 so it was on the âXâ axis when I made the new import.
Ya I didnât add a âReset XFormâ so you think thats why the bones were not rotated with the mesh when It was imported? Also do I add the âReset XFormâ on the mesh and all of its bones?
It could be to do with the fact that it was imported facing the wrong way. Have you tried reimporting it or checking you inputs as I suggested above
Ya I triple checked the scrip the inputs etc. This is so weird. It might be the fact the when I had the import set to -90â it causes a weird glitch maybe.
You might need to re-rig or reimport the model. Sound like it isnât imported porperly
Im not an expert but I try to help were I can. Let me know how it goes, Thanks
Yhea I think your right. It will take me a good 2 hours but better then nothing lol. Thanks for your help bro I will mark the post solved so you get karma but iâll give the post a day to see if someone knows whats wrong but either way Iâll mark your comment solved so that way you get the karma. You have spent a really long time trying to help me out with this I really appreciate it. You too @Echelon.
Okay, so I just re-rigged my vehicle and rotated it to the x axis in 3DS Max and its âstillâ driving sideways. It has a brand new Blueprint, scrip and a brand new AnimGraph. So I donât know whats going on. Can some of you admins help me out?
Any admins on?
Resolved! Root Bone was X,0 Y,0 Z,-90 and that was offsetting it.
For anyone, for whom the above solutions didnt solve the issue, I finally solved with setting root mesh component pivot rotation to -90 in 3DSMax and reexport/reimport.