v1.6 is available now
CHANGELOG v1.6
Unreal5 support
Custom gravity option
Custom gravity sample map
Better hard contact implementation
Ability to offset casting origin
Improvements and bug fixes
Warning:
-To use the example project with Unreal5 copy the FGearPlugin folder in Unreal5\Engine\Plugins to FGearExample\Plugins folder.
Additional Notes:
-Due to unsolved/undiscovered issues with chaos the overall driving behavior might be different then UE4.
-Without substepping you can get ensure fails in the log with chaos.
-Use custom gravity with chaos or your vehicles can freeze/stop in air for no reason.
-All sample vehicles are set to use custom gravity.
-Convex casting used to generate lateral suspension forces, they are eliminated for correct behavior.
-Blocking hits are forced for all raycasts/sweeps.
-The sphere used in custom gravity map does not match its collider so wheels can penetrate the sphere.
-Added an option to override collision channel for custom colliders.
Somehow default WorldDynamic channel does not collide with the world with chaos so we set it to WorldStatic in the samples.
-New hard contact scale parameter can behave jumpy with high values, use a reasonable value like 0.2-0.3.
-The order of brake/engine torque generation is swapped.
If engine torque is more then brakes then the wheels will spin. This will make it easier to make burnouts.
-All force/torque/impulses are accumulated and applied at the same time now.
-If your wheels get stuck under the ground when the vehicle falls from height then you can use the cast offset parameter.
A positive value will offset the origin of the casts along the suspension normal.
Use a reasonable number to keep the origins inside the vehicle hull. You can activate the telemetry gizmo to view the origins.
-High friction engines could generate negative torques and the vehicle could travel backwards, this is fixed now.
-4.25 support is dropped, epic do not allow more then 3 versions to be uploaded.