I’ve been trying to change the collision mesh on a vehicle wheel, and no matter what I change it to, the wheel acts the same and rotates perfectly. I’ve tried it with my own vehicle, with the vehiclegame and with the example projects. I’ve even tried it with different version of the engine, always the same result.
I’ve also changed the body types in PHaT with no luck and when combined with the “dont create shape” flag.
I’ve a screen below where the wheels are square in PHaT and the “Collision Mesh” in the VehicleWheel class are set to a cube, with no effect in game. Is there something I’m missing? Has anyone experimented with non standard meshes?
Cheers for the reply Geodav. are you saying that the mesh isn’t used to build the collision shape for the wheel?
I’m currently looking through the C++ to see if there’s anything good in there, will update the thread with anything I find.
Update: So the SetupVehicleShapes() function does take the mesh in from the VehicleWheel class and adds it to the PhysX vehicle. That would make sense since we can see it in the screen shot I posed above using ‘PXVIS Collision’. But, just because it’s there, doesn’t mean it’s using it. I’ll keep digging.
Thanks, I’ll check out Preview 2 since that’s a new option in it.
What I did in the mean time was to roll my own vehicle, since I didn’t need anything too complex
I checked out the 4.14 P2 last night, looks like Epic just renamed the “Dont Create Shape” option in the blueprint. This option uses the shape of the wheel (non-collision mesh) to generate the wheel collision mesh, but this will unfortunately still be a cylindrical shape.
So the best option (currently) is to roll your own vehicle setup so you can use any mesh you want for the wheels.