Thanks for the heads up
This project is awesome, you make an awesome work maybe i’ve an issue…
When i launch the game in editor i’ve a Runtime Error:
[FONT=Lucida Console]Blueprint Runtime Error: Accessed None trying to read property TreadMaterialRight from function: ‘AnimateTreadsMaterial’ from node: Set Scalar Parameter Value in graph: AnimateTreadsMaterial in object: A_TrackedVehicle with description: Accessed None trying to read property TreadMaterialRight
Blueprint Runtime Error: Accessed None trying to read property TreadMaterialLeft from function: ‘AnimateTreadsMaterial’ from node: Set Scalar Parameter Value in graph: AnimateTreadsMaterial in object: A_TrackedVehicle with description: Accessed None trying to read property TreadMaterialLeft
I put a material into TreadsR and TreadsL but already the same issue. Can you help me to understand ?
Reply and rest of discussion is here:
After upgrading to 4.12 I get crashes on closing editor in this project, error message is a bit cryptic and is somehow related to physics.
Hello, first of all I have to say this is a great project and thanks to BoredEngineer for making it available to the community!
I only have one issue with it so far that I could not fix on my own. All of the vehicles, both the ones provided in the level as well as my own experience a significant jittering. Any idea what might cause this and how to prevent it?
I’m running it on 4.12.5
Thank you!
Thank you, Xazas!
There are couple of things you might need to check. First one is a position of the center of mass of the tank relative to position of suspension handles, they shouldn’t be on the same height. Try tweaking Z values of the center of mass offset, it can be higher or lower than position of suspension handles.
Second potential issue is that your fps is significantly different than what I had when tweaking suspension on vehicles, main problem with this project is that it’s not using physics sub-stepping and won’t work correctly under different fps. As fps goes up or down on different systems, tank will behave differently. To solve this issue I’ve started second project and tracked vehicles where moved there: [OPEN-SOURCE] Machinery Modelling Toolkit - World Creation - Epic Developer Community Forums
The framerate was definitly an issue, I had it capped to 30(due to the heat in my apparment:D). With uncapped framerate there is much less jitter.
Thanks for pointing me to the MMT Project, I will move my tank to that now. I wish I would have payed more attention and found that sooner, It looks really great!
Ohh, that explains it. In MMT you shouldn’t have such issues as it uses physics sub-stepping. Both M113 and Ripsaw are there, they are slightly different in terms of code. There were some bugfixes done too, which where not propagated back into Tracked Vehicles project.
Hello all, Lets build a WW2 Tank sim
Hello everyone, My name is and I am currently working on a first person WW2 Tank simulation game, Similar to that of steel beasts pro pe, but with better physics, graphics and a more user friendly interface. There are currently 5 of us working on this game (most of us being ex-military) however apart from being Tank enthusiasts 3 of us have limited knowledge using the unreal engine. I noticed that on this forum there are some very talented people all trying to achieve the same thing,and was wondering if everyone on here would be interested in putting all there heads together to make a game? If so I would like for us to create maybe a Teamspeak and website where we can work together (this I can provide already).
Below are some half rendered pictures of a Tiger tank we are currently using and working on, we also have a good contact with the modeller who is able to provide us with request tanks if required.
if this sounds interesting to anyone then feel free to pm me or email me and hopefully we can get something rolling.
Hope to hear from you guys,
Kind regards,
.
Hi , just so that you are aware, content of this project was ported into Machinery Modelling Toolkit:
I’m not maintaining this project anymore and it’s not being upgraded to new versions of unreal. All content is already working in MMT.
Ok , thanks BoredEngineer, I will have a snoop around.
I mean, I don’t mind at all But there are more tanks there!
I want to try adding tank interior with some functional controls, not sure how to approach it. But project is largerly focused on simulation. Performance is taken more into consideration now but focus is still on proper behavior.
BoredEngineer, Im trying to figure how did you made the inflatable part of the over to inflate, I wanna make a deformable tire and cant find any tutorial, im going crazy…
The skirt of the hovercraft is rigged to a number of bones places with some spacing inside of the skirt. Check skeletal mesh, you will see how bones are placed and how bone weight is assigned. But this won’t work too well for the tire as it needs to rotate. You could rotate just a texture and have something like 8-12 bones with rays traces to see if specific portion of tire collides with something.
Hi Old Raven,
We are working on Excavator, we have completed Boom, Arm and Bucket movements with calculations method (blue print using normal mesh)
We have used Tanks and N-Wheeled vehicles for wheel and tracks.
We tried many things on to get the piston work. But no use, we are not able make it work as we expected.
Could you please help by sharing any tutorials to make it work? we would like to use blueprint with normal mesh (no skeletal mesh), its fine we use look constraints also (we tried this also but not we are not able apply to our mesh). We dint tried physics contains till now.
Please let us know if you any suggestions.
Hi! I Try to record tracked vehicles with “Recording to Sequence” in Sequencer. But when i Play recorded Sequence there is no trucks! Help me please!
I’m not sure how sequencer works, maybe when recording is played it doesn’t call Tick Event anymore.
Hi , I created a tank using your plugin. but the tracks cant work properly ( plz see the pic , note the track’s colliding is wrong ). Plz help me fix it .Thank you
Does anyone know why an inherreted class from MMTPawn does not physics tick? Really confused
I really like your plugin … I did work with this plugin but PackagingResults
Please help me…How can fix it , I really need your help
**1.**UATHelper: (Windows (64-bit)): C:/Program Files/Epic
Games/UE_4.26/Engine/Plugins/Marketplace/OWIEnhancedVehicleMovement/Source/OWIEnhancedVehicleMovement/Public/OWIVehicleMovementComponent.h(63) : LogCompile: Error: An
explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
PackagingResults: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
**2.**SKEL_A_TrackedVehicle_C.TrackLeftAngVel is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. GetTrackLeftAngVel
SKEL_A_TrackedVehicle_C.SuspHandleRight is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get SuspHandleRight
SKEL_A_TrackedVehicle_C.SuspHandleLeft is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get SuspHandleLeft
SKEL_A_TrackedVehicle_C.SuspensionsInternalRight is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get
SuspensionsInternalRight
SKEL_A_TrackedVehicle_C.SuspensionsInternalLeft is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get
SuspensionsInternalLeft
SKEL_A_TrackedVehicle_C.TrackRightAngVel is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get TrackRightAngVel
SKEL_A_TrackedVehicle_C.TrackLeftAngVel is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get TrackLeftAngVel
SKEL_A_TrackedVehicle_C.TrackRightAngVel is private and not accessible in this context. Please fix mark up or cease accessing as this will be an error in a future release. Get TrackRightAngVel