yes the small curb is a huge problem right now. the project I am working on is not vehicle centered (thank god…I would have changed engines years ago) but it does require vehicles before release… not good ones just vehicles that don’t fly away from the map on the slightest impact. as such implementing vehicles from scratch at this stage it’s a bit over budget. the complex as simple collision cost it’s not a concern in my case… hard to explain why without getting too off topic into how the game is implemented currently. I’ll keep an eye open for other options. Thanks for sharing your insight, will listen to the physics talk you mentioned and maybe get some ideas.
thanks for the feedbacks, I’ll be working on the suspension right now to prevent the curb problem. I’m actually going to do this as a live stream on my youtube channel if anyone is interested to interact with me as I work on this.
@JX53mb Is it possible to make double wishbone system with that type of car? I mean… how anim blueprint hooked with it?
Did not look inside of the project but this looks more solid than official solution with PhysX and line trace
Best regards and waiting for your today stream!
Awesome work ! I try it now ! Thanks alot for sharing this !
update 1.7 changelog:
added vehicles made using the “wheeled vehicle” class for comparision.
modified the way drifting is handled
added anti-roll factor (WIP)
fixed a bug where the vehicle would always move when not beign driven.
fixed handbrake not locking the rear wheels.
Ai mockup
have fun!
Looks Great! Can’t wait to try it out with my own models and worlds!
Hello!! How can i go reverse in the bp_camaro on automatic transmition??? Thanks
Reverse: RMB + W
Thanks for your amazing tutorials, but Im facing a problem that whenever I download any of you project and open it, it has an empty files there is no cars exist
I’m using UE4.13.2
maybe it’s on a different map inside the project .
worked fine for me in the past .
Oh My God, very nice work man, i love it, and i love this car!
for some reason i’ve missed this project, time to check it out i think
Hi I ran here again where you saying:
“wheeled vehicle class require very specific workflow to setup a vehicle using it, you need to skin the mesh, offset the wheels collisions to be at the right location to match the wheels, and so much more.”
I am not not defending current wheeled vehicle class it’s far from perfect, but I showed you before that skinning vehicles is a unnecessary step
no need for offset the wheels, collisions are on perfect position at 0,0,0 if you doing in a proper way ,no skinning.
I do skinning on vehicles only if I need for example spring of suspension
look at the short video here:
Hi,Thank you so much my friend.
This works better than “VehicleMovementComponent” Helped me and taught me things
Why not used an integrated (Physics Asset)? Is more natural . . . thank you again
Too bad this video does not show how to do it. because when I tried parenting the wheels to the body mesh instead of rigging, I had all sorts of crazy problems happen. (No I don’t remember wich one since its been a long while I did not try it)
Hi I didn’t see you response to my post, in meantime I was made tutorial on my youtube channel, if you have time please watch it , and tell me if it’s helpful.
[QUOTE=Miro-zg;689201]
Hi I didn’t see you response to my post, in meantime I was made tutorial on my youtube channel, if you have time please watch it , and tell me if it’s helpful.Unreal Engine 4 How to Import Vehicle Simple and Easy Tutorial - YouTube
Thanks for that!
I am working on making the car system easier to use. Made a masterclass wich create the physic constraints automatically for each wheel you add to a wheel array. So you just need to make a child of the master, set your mesh and then add the names of the wheel bones in the array. Just like the default class this is much easier to work with.
Exited! Admire your work greatly.
Thanks! More and more bugs keep showing tho x)