Chaos Vehicle Wheel Physics Acting Up

Hey All,

I’m in the process of developing a vehicle combat system for a game and was recommended to try out the Chaos Vehicle plugin. After a couple tutorials, I managed to get a very basic custom blender model to work relatively well. However, I noticed when I repeat the exact same process with another model I had built a while ago, it ends up sticking up in the air like you see in the pictures.

Now this is really odd for me, and I’ve been trying to wrap my head around why this might be happening. I even tried rebuilding the asset in blender from scratch using the exact same blender settings and no bueno.

Would really appreciate if anyone might be able to point me in a direction I might not have thought about.

P.S. I’m using the exact same chaos wheel blueprints for both vehicles, and have simply reduced the wheel radius down to match the scale of Car3. Despite this, Car2 still performs just fine while Car3 still sticks its head in the air. Even at numbers as low as 10 for radius, the Car3 actor still sticks its nose up.

.

I get it all the time, I think the fix is something to do with the centre point of the vehicle, certainly I cant quite remember off the top of my head but the values are 0,0,0, and sometimes I have to use 10,0,-20 or certainly make the front heavier or lighter.

Not much help but it may trigger something that shows the difference between the two models.

Are they the same weight?

Trevor

check your front whl bp, radius or offsets

Check the mesh transforms and Physics Asset setup. Make sure the Blender model has applied transforms, correct origin placement, and no hidden rotation/scale issues before export.

For Car3, compare the collision bodies and wheel positions in the Physics Asset with Car2. An offset body collision or incorrect wheel alignment can make Chaos push the vehicle upward. Recreating the Physics Asset and adjusting the wheel constraints manually may fix it.