Camera position is moving when I hit play.

Hi GreyDesigns,

the image is really small, I can’t see the components topology on the left side (don’t know if other have the same problem). Can you add a bigger picture of that part?
What happens when you try to move the camera to the correct position, does it snap back to the wrong position on the side?

Regards,

Hello, I’m really hoping someone has an easy solution for this, as it is driving me insane.

I have been following the basic vehicle setup video tutorial on youtube, and got to the end of the first section without any issues.

I used the provided FBX car, took it into max, scaled it to be like mine for piece of mind, exported it and went on with the tutorial (a body with four wheels and no bones) added it to unreal, setup the camera etc. No issues.

When I was happy that I knew what I was doing, I then started again, but this time using my model (so from the same max file, same export settings, scale and direction etc, and linked the same way - but with some calipers on the model too.)

This is where things go wrong, when I add the camera component to the model as before, and hit play, the camera position is way off, it is now on the floor near the front of the car, and facing to its side. I must be doing something wrong, but I just cant work it out.

If I remove the mesh and press play the camera is where it should be, when I add the mesh again it jumps back to the weird position.

Any suggestions would be greatly appreciated. :slight_smile:

Thanks in advance!

Here is an image to show what I mean using simulation

https://scontent-lhr3-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/s720x720/11204894_1026172917425596_8390905565181921239_n.jpg?oh=ab73b48d258e2080259c124f0ed40601&oe=56F3B637

-UPDATE-

I have found a workaround, If I set the parent socket from none to the body of the car, it stays permanently at the weird location, and I can then set it properly from then.

But what is causing this?

Thanks again

Hi ,

Thank you for responding. And yeah, it is more of a permanent offset, so before I got it working with the socket, I could guess and get it roughly where I wanted. It seems like its 90 degrees on one axis, and 90 on another off.

The VehicleMovement script is also not working, I can see through Debug Vehicle that my inputs are working, but there is no movement at all. The orientations are all identical to the demo FBX car though.

Here is how the hierarchy was btw.

https://scontent-lhr3-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/12239582_1026206977422190_8773066332640188599_n.jpg?oh=6162db20e105d5918e3d3a7bcb0ff85a&oe=56B035FC

Could you zip your project and upload it?

I worked it out pretty late last night, it was nothing to do with unreal. It was actually all caused by 3dsMax doing some strange things with the scales or something - even though they all appeared fine in both max and unreal.

I had reset X-form across all the meshs multiple times trying to work out the issue, so assumed it was all good. But I found that If I reset the Xform after having linked them to the body, the scales of everything went off drastically, as though the Xform hadn’t corrected before. I then re scaled and assembled the model again, and this time everything worked great.

I think Maxs units had all gone wrong too. They were all set to cm, but the tape measures readings were nothing like in the right figures.

So with the Xforms reset and exporting from a fresh scene everything was working fine. The plus side is that I am now much more knowledgeable about setting up models in Unreal, haha!

Thanks again for your help anyway :slight_smile:

The issue was related to Xform in max,

The fix was to import the FBX into a new max scene, and then reset all the Xforms again while the meshes were linked.

Thanks again.