Q1
for wheel transform you can call:
wheel.getCurrentSteer (degrees)
wheel.getPitch (radians)
axle.getCamberAngle (degrees)
axle.getToeAngle (degrees)
so
rotation X = ±axle.getCamberAngle
rotation.Y = wheel.getPitch
rotation.Z = wheel.getCurrentSteer ± axle.getToeAngle
it is currently not possible to get the final location of the wheels directly if you won’t use the anim bp approach but the calculation of the final spot can be implemented in bp since all the necessary data is accessible in BP. what you need to do is to implement a bp function that does the same calculation in UFGearWheel::visualsUpdate function (wheelPos vector). we’re gonna add this function in the next update…
Q2
you can move physical wheels in Y axis:
try wheel.setLateralOffsets(float spacer, float rim)
Q3
you can set the number of rays and they’ll be evenly distributed (I recommend using a cylinder cast instead)
here is how 5 rays look like:
Q4
yes
