Community Tutorial: Lyra + Chaos Vehicles

I get a error with audio ,wiget class ,driving montage ,
and hud which it looks like i never made on which are these are variables and what settings i been on this for days

wait never mind i see it on your pic LoL

I get this error plus i cant make the exit vehicle graph or the return node after get speed what am i missing and what did i do wrong this is the last error left

LogBlueprint: Warning: [AssetLog] B:\unreal engine\projects\LyraStarter2\LyraStarterGame2\Content\VehicleTemplate\Blueprints\OffroadCar\Chaos_OffroadCar_Pawn.uasset: [Compiler] Warning: Pin ‘execute’ on boundary node ‘(null)’ could not be found in the composite node ‘EdGraphSchema_K2_170’
LogBlueprint: Error: [AssetLog] B:\unreal engine\projects\LyraStarter2\LyraStarterGame2\Content\VehicleTemplate\Blueprints\OffroadCar\Chaos_OffroadCar_Pawn.uasset: [Compiler] Failed to collapse tunnel Inputs

The Exit Vehicle Graph is just a bunch of nodes that have been selected → right-click → Collapse nodes. You build them off of Event Exit and then optionally collapse them if you want. I’m guessing maybe you tried to create a graph instead? (I’ve actually never done that so not sure.)

For GetSpeed return node you’ll right-click inside the function and pick Add Return node.

Yes i was trying to create it from the graph I’m just learning unreal engine and 5’s new interface . I managed to figure out where things go duh color coordinated in the pics . I wasn’t paying attention to detail though Im a fast learner somethings I miss . That and i have not slept much in the past few days trying to get vehicles to work with lyra . Now the input is read and some warning Im not sure of how do i fix this what am i looking for . Thank you for helping you got me close to the end ; this is the error .

Warning: Pin ‘execute’ on boundary node ‘(null)’ could not be found in the composite

error: Failed to collapse tunnel Inputs

OK The compiling I fixed by deleting the input then compiling again . Hopefully it works I couldn’t figure out self then I seen it was get a reference to self . So question how would this work with horse starter pac is it the same way . How would I implement like to the flying template . I don’t think I would have made it this far with out a little help Thank you for your help .

I don’t think any of us would get very far without questions.
The basic idea is the same for controlling any other actor.
Player interacts to get a reference to other actor.
Player can now call events (move/jump/etc) in that actor.

Wherever a horse would receive input, we make a custom event for the player to call.

I didn’t get it the car doesn’t move or show interaction

I was having trouble with this, you were not joking Lyra is complicated. Once I understood interfaces I got the ball rolling pretty quickly. Just wanted to say I am very grateful for this, thank you. If by any chance you get this working for clients please post, I would really appreciate it :smile: that is the only thing missing for me now but ill keep trying. :raised_hands:

Would you be open to freelance work for our porject thats using Lyra?

Sure :slight_smile: Feel free to message me.

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Whats the best way to reach out to you? I dont see a dm on this platform.

Ah it took me a while to find haha: profile → Interactions → Message
I use Discord mostly (@astaraa)

Yeah me 2 ill contact you in discord much easier. My name will be Symbiote Creatives

Hey i friended you in discord.

It may be something else that’s getting overlooked.

Are you running Play as Client? Because I didn’t fully test clients, so I can’t say for sure then.

Hi Astaraa, I’m dealing with Lyra in UE 5.4.4 and I tried to make the interact step in all different ways, I could only get in the car, but not switch from player to car and vice versa via input forward. I saw a lot of people crying a river for the same reason. Could you please, please, please, add the Interact part for input forward for Lyra and review your tutorial. I would really appreciate that!

Or anyone else made this work in UE 5.4 and could give the instructions or have a published video?

It should be the same for 5.4.

Is the “InVehicle” variable getting set? Can you confirm that with a print string?
Essentially we’re just getting a reference to an actor and telling it to do things.
If I was to rewrite it, I’d make that more clear.

An interaction can be a line trace that hits the vehicle and then sets the hit actor to our variable InVehicle. You can start by just have a key run that on the character. Preferrably we make it an ability.

Debug Key -> LineTraceByChannel -> HitActor saved to InVehicle

Hi, that’s not the case, unfortunately your tutorial does not work anymore. In UE 5.4.4 the entire Vehicles template changed, there is nothing in the OffroadCar_Pawn, everything is in the parent class VehicleAdvPawn and there are no axis movements, everything is attached to an enhanced inputs for throttle, steering, and break. Your event graphs don’t work in the new scenario as well.