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.

Hi there, I’ve tried this approach(with input forwarding) and I couldn’t accomplish this behavior.
My vehicle is receiving input values sent from the character, it’s calling SetThrottleInput(and debugging says that throttle value is 1.0 when I press inputs) BUT my vehicle doesn’t move at all.
After investigating a bit UChaosVehicleMovementComponent I’ve seen that it oftenly refers to the current Controller, so I suppose, if you want to SetThrottle or SetSteering you need to possess vehicle Pawn.

So, the question is - how and why does it work in your case?

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.