v1.8.3 is now available
- Unreal 5.6 support
- Hill-holder assist
- Vertical offset option for wheels
- Improvements and bug fixes
Notes
- Hillholder does not work like in real cars, you do not need to brake in order to initiate the hold. When you come to a stop on a hill the vehicle will brake on it’s own before it starts rolling back. The side effect is that it also engages when you come to a stop on a flat surface but it’s harmless.
- Renamed UFGearWheel.setLateralOffsets function to UFGearWheel.setWheelOffsets. You can use it to update all wheel offsets at runtime.
- Fixed the issue where an unpossessed vehicle would be teleported to zero origin. While this behavior is fixed developers should make sure a vehicle is never unposssed in multiplayer. A pawn without a controller can not send it’s data to the server.
- A new event is fired from the engine component called OnStartStop which explains itself.
- A new option called “Query Response Overrides” is added to the tracing options. With this you can create exceptions for the query responses of line and sphere queries(not supported with convex casting). This is equivalent of the FCollisionResponseParams option in C++.
- An empty physics asset won’t crash the engine anymore.
- Removed “Allow Wheel Rotation Against Engine” option.
- Dropped 5.3 support.
Warning: If you have difficulty running the example project with Unreal5 copy the FGearPlugin folder in Unreal5\Engine\Plugins to FGearExample\Plugins folder.