Chaos vehicle is acting odd on one particular skeletal mesh

I have a vehicle hierarchy that I am using to quickly implement chaos vehicles with the Vigilante vehicle assets from the marketplace. So far I have implemented 3 vehicles, all of which work great. The fourth vehicle I am trying to use is the East_IMV_TigrM asset. For whatever reason, the wheels just do not collide with the ground on this vehicle.

All I am doing is duplicating the vehicle blueprint, changing the static mesh, then changing the wheel setup to the appropriate joints. With the Tigr, the wheels accept input and spin, but they simply do not collide with the ground. Anyone have any ideas why?

Update: It seems to have something to do with the way the vehicle movement component is adding the wheels to the vehicle. If I move the vehicle’s collision box higher, the vehicle begins to flip out of control. Lower, and the wheels sink through the ground.

Is there a way to render the wheels added by the component to debug?

I have tried p.Vehicle.ShowAllForces but it seems to do nothing.

The wheels still clip through the ground, but if I turn the vehicle on its side and hold W, I can drive my vehicle toward the top. I included a picture and rotated the wheels in the animation to show what exactly I am talking about.

Im fairly certain the chaos wheels are simply rotated to the wrong axis when attached attached to the wrong axis. Is it possible to somehow fix this issue in blender or unreal editor?

I have exported the mesh to blender to attempt to rotate the bones. I am able to get a different reaction out of the vehicle each time I modify the bones, but it never functions correctly. Sometimes the entire vehicle rolls endlessly, sometimes it goes flying up in the air, etc. No idea what is causing this. I attempted to align the bone axis following Vehicle Art Setup | Unreal Engine Documentation and that does not seem to help either.

In blender set the unit scale to 0.01 and unit system to metric.

Make sure the bones orientation is like this


Before exporting shift+A and apply transform.

Don’t forget to setup the collision for the wheels in unreal engine.

If this doesn’t help and if you’re willing to share the fbx file I can try.

Hey Kaidoom I appreciate your help! This definitely seems to be on the right track. I tried out your suggestions and am still getting odd results.

image
This results in the vehicle continuously bouncing on one side and sliding.

Maybe the up and forward vectors are screwed up as well. Ive tried modifying them a few times as well, but still no success.

Here is the fbx file
SK_East_IMV_TigrM.FBX (532.1 KB)

If I remember correctly I had similar issues in the past where the wheel bones are not direct children of root.
I deleted the armature and oriented the vehicle correctly then added a new armature, I only rotated the bones to get the proper X,Y, Z.

I assigned the vertex groups to each bone and exported the vehicle. I replace this car in the vehicle template and changed the bone names and physics asset and it worked as expected.



SK_Vehicle.fbx (712.3 KB)
Vehicle.blend (3.6 MB)

Let me know if you have any questions.

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Awesome fix! Thank you so much! Is there an easy way to attach the rest of the old bones to the mesh? I can join them to the new armature, but they are greyed out in Unreal engine.

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You’re welcome.
They’re grayed out because the vertex groups are missing/empty you can add them manually or modify the original fbx by adding the wheel bones to the root bone and that should probably fix it.

I managed to copy all of the old bones and vertex groups over to the fixed version, and everything works perfectly now. Thanks again for all the help!

I’m glad to hear that, you’re very welcome.

maybe the problem is the Mesh in DDC software File’s Axis is not correct