Bones: differences between 3dsMax and Unreal

Hi,

I’m studying the car template and i can see bones work a very different way in Unreal and 3dsMax. For example, i car see car wheels rotation is not based on a small bone inside the wheel.

I tried to make a simplified motorbike in max with a “box” and 2 wheels. When i import it in Unreal, it converts the stuff into 3 independant objects, so the bones structure is broken.

What’s the correct way to prepare a boned vehicule in 3dsMax and import it in Unreal ?

Well, i managed to stabilize my motorcycle by removing the suspension constraints, so now it behaves exactly like the car in sample.

But that was not i wanted to do… i cannot explain why, suspension constraints were buggy, even if i locked all their rotations axis.

Seems i got it, suspension should be managed by wheel constraint.