I really need some help. I cannot seem to get the vehicles that I have from blender to work with Unreal Engine.
After setting up the car in Unreal engine with the physics asset and everything else, the car either causes the game to crash when I set the throttle input or tilts and has this really weird physics.
I have tried many different wheel classes, exporting the car in Slender with the body as the parent to the wheels, and with the bones set up. I usually export them as a .fbx.
I am pretty sure that it is a problem with blender because I have tried to import other cars that I have not made like SK_Car from Unreal’s Vehicle Users Guide.
i dont work with vehicles but it kinda looks like a collision issue to me. i know theres some more questions that have been asked about similar problems so keep searching and im sure you will fint the answer
After a lot of research and more testing, it is definitely a problem I have with blender since most people seem to use maya3d or 3ds max I have not been able to find any solution using blender.
have you found solutions to the same issue but when different modeling software is used? if so you could probably adapt that solution to work with blender pretty easily. Like i said before it looks like a collision issue. since your tires are passing through the ground that tells me they dont have any collision.
i had a big long ranty post i was gonna make but no one wants to see that. so just know the software is just a tool. modeling programs have much of the same functionality its just setup differently.
Okay, thank you. People have said to “re-rig” the bones, vehicle, and wheels. I have also seen people saying to change the hierarchy which I am pretty sure is correct as well as and unify the transformations. I will look into how I can do that in Blender. Thanks!