Hello everyone,
I’m trying to create a realistic vehicle and if possible without having to modify Unreal Engine. The default driving model in UE is bad in one thing and that’s the combined throttle/brake axis, namely the fact that even if apply 0.1 of braking, the vehicle goes on full brake and I haven’t found a work around this (other than modifying UE).
My second idea was to interact with PhysX (which handles throttle and brake separately) directly bypassing Vehicle Movement Component, but once again haven’t found a way to acess PhysX from game code.
My latest idea was to apply forces directly to wheels, which doesn’t work as well. But I’m not sure if i’m doing it the right way.
owner->GetMesh()->GetBodyInstance("Wheel_Rear_Left")->AddTorque(FVector(300, 300, 300), true);
owner->GetMesh()->GetBodyInstance("Wheel_Rear_Right")->AddTorque(FVector(300, 300, 300), true);
owner is Vehicle Pawn. I also tried to apply each axis separate, but still no efect. The wheels don’t spin even in the air. So if anyone can tell what I’m doing wrong, or any hint how to make my previous ideas work, would be greatly appreciated. I mean, 3 beers if I ever meet you in person
Jan aka ENiKS,