Custom physic vehicle simulation! Project download included

Sweet… :slight_smile:

Hey Math B have you ever considered making the car Raycast instead of physics constraints?

I’m trying to create some arcade rally, trying to get first the curve drift like in Trackmania and similar but the drift on steer seems is too much brake, how to get a better smooth curve?.

Also Is there any setup presets or something? File or images to to see the values to get the physics similar to other games or best configs for racing, rally, drift, etc… ?

I will probably try to adapt this project for our internal testing purposes over christmas. Before I begin, I have a couple of questions:

  1. Has anyone tried to animate double wishbone suspension in this project?
  2. Has anyone tried to get this project working in VR?
  3. Has anyone tried to get this project working with multiplayer?
  4. Has anyone tried to add custom acceleration curves to this project?

can you add a toggle-able hydraulics system ? perhaps with a bool on the veh BP(with some keys to control said hydraulics)?

actually some are in degree and some in radians, check the math nodes before.

Hi JX53mb, I took a look at your project, good stuff.
Thanks for your efforts and for sharing.

Wow, i need exactly that, how do you doit? thanks! (sorry for mi english, greetings from Argentina)

Check this one out! =D And please dont mind the 3 crashes in 11 minutes… -_-

JX53mb good stuff as always.
To avoid those darker spots on your model, if I may, you should take a look at the geometry in those spots.
I don’t know how you modeled it, it looks like you went for surface modeling, but usually those glitches, in my experience, are caused by messed up geometry like overlapping vertex/polygons/faces, you may want to check normals too.
I prefer to model with 3DSMAX Mesh/Poly Edit instead of surfaces or curves because I find it easier, but that should be it.

I took a look at you project, great stuff, I have a couple questions:
I quickly tested your vehicle on a track I usually use as a test but it stumbles here and there into the geometry of the track, itself, I might try a higher polycount model to avoid that, does it work only with mesh spline objects?

Is the project fully set up to support network replication and client, server communication? I super quickly looked into and just migrated the vehicle for a quick test.

Now that you are experimenting with motorcycles are you done with vehicles?

Can yours be used for other projects?

Thanks for the tips! I’ll check for overlapping vertices :slight_smile:

the stumbling happens because the wheels hit the “cracks” between 2 models… that can be sorta fixed by making each mesh slope on each side and overlap them. This is less than ideal but since the 4.20 update the other fix I had stopped working so… also if your track is one solid static mesh you will get the best results. I also recently got rid of rubberbanding on the wheels hitting tinny objects by disabling CCD on them in the physicAsset. As for network, it needs work, to say the least. Hope that answer your questions!

ps: No, I am not done with the cars, just wanted to experiment with motorcycles to take a break :stuck_out_tongue:

New progress video:

Crashes fixed!

JX53mb can you explain me how the Steering_Speed_Curve data works?
I’m trying autonomous driving and apparently the higher the speed the less/slower it steers.
I’m trying to use a linear steering curve but I’m not sure on what value could be the best.

Check the AI, it uses a fixed value for steering speed and angle. That should help you.

I will, thank you.

HI, Just tried building the latest version, I’m running 4.21.2 and getting “BUILD FAILED” with the following.


UATHelper: Packaging (Windows (64-bit)): LogInit: Display: NOTE: Only first 50 warnings displayed.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Failure - 1 error(s), 205 warning(s)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)):
UATHelper: Packaging (Windows (64-bit)): Execution of commandlet took: 16.86 seconds
UATHelper: Packaging (Windows (64-bit)): Took 25.9859453s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\xxxxxx\AppData\Roaming\Unreal Engine\AutomationTool\Logs\J+EpicGames+Epic+Games+Engines+UE_4.21\Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure


Any help appreciated.

Kind Regards
Cecil

++Update

Found the issue it was a section header needed renaming in the Engine.ini - Thanks Brabus for the help.

JX53mb I thought I’d sorted out the problems where the car bumps into the track.
I actually did it for completely flat static meshes, where your car behaves beautifully, but as soon as the vehicle rides on static meshes with Z variations it keeps stumbling.

Until now I tried each and every export options for the static mesh, I disabled CCD and tried many combinations of geometric modificators with no luck.

I still have to fix the nodes in radians and degrees, could that be a cause?
Is there a way to fix this?

Hi JX53mb, i tried your vehicle but it seems like if the car wants to wheelie, and if i jump off a ramp the car wants to flip backwards like when a boat goes really fast and flips over also how hard would it be to make the suspension with line trace rather than physics constrains? i dont feel the car sways as it should, seems stiffer. BTW good job.