I’m not sure where to report / ask / post this bug (please move to right area if necessary).
I am currently playing aroung with the new vehicle system. so far this implementation is great. I noticed a bug while applying the aerofoil forces. The computation of the world location and hence the resulting force is in the wrong scale. One can simply fix this by altering the following to lines.
FVector WorldLocation = VehicleState.VehicleWorldTransform.TransformPosition(Aerofoil.GetCenterOfLiftOffset() /* MToCmScaling()*/); AddForceAtPosition(WorldForce /* MToCmScaling() */, WorldLocation);
The data is already in cm and don’t need to be converted again. I’m using the preview 2 version of 4.26 and rebuilt the pluging with this command: “XXX\UE_4.26\Engine\Build\BatchFiles\RunUAT.bat” BuildPlugin -plugin=“XXX\UE_4.26\Engine\Plugins\Experimental\ChaosVehiclesPlugin\ChaosVehiclesPlugin.uplugin” -package=“XXX”