once you start adding complex structures like suspension then things can get confusing with out a bone structure, but its up to you just make sure the origin of the main section is at 0,0,0 and that is the “root” of your vehicle
just to add to what geodav said, if you wanted to animate parts of your vehicle it will be a lot harder to do without bones and a complex vehicle without bones will take a lot longer and be more difficult to set up in UE4.
is the one you want.
just so you know, in the video geodav uses the psk exporter witch isn’t supported in UE4 so you will have to use the fbx exporter.
if you have any issues let us know and we will help you solve them:)
IE: An interchangeable turret that you can be blown up. Or being able to blow up half the vehicle and have the other half keep going. Or someone rams the door and the door would show the damage from the impact.
(Basically, a high end damage model.)
uhmmm, long way to go on that, changable turrets i would use sockets to attach the turret mesh and to show damage then use morph targets, of course you’ll have to code/bp all that yourself as Epic only supply the very basics of vehicle code.
Tontow: If you download the Platformer Game from the marketplace, the green cars are exploding cars, they have pieces attached in a similar manner that blow off the base vehicle mesh when it explodes. It is a very simple example, but may be worth having a look at the way they created , it is only a stationary actor, but the same approach could be used for a vehicle with it’s bumper, hood, roof, trunk body panels etc attached using sockets. Hope that helps!
I imported the buggy from the racing demo and am looking at the wheels and the suspension bones.
The bones in the wheels and the base bone are all +x forward and +z is up, but all of the other bones are rotated differently.
Would I be correct in saying that only the rotation of the main bone and the wheel bones matter is the only rotation that matters? And that the rotation on all of the other bones (IE: tank treads) doesn’t really matter?