Hey, yes i tested with normal springarm camera and its gone. so it should come from fgearorbitcamera. It starts jigger when camera is nearly 90 degree to the car. Also on windows its much less after updating windows 10 sdk with visual studio but not gone completely. On Android its visible most.
Also is there any multiplayer support? From demo maps i cant see this.
i see, probably substepping is effecting the camera code, we will look into it.
you can test with the multiplayer map in the sample project but it is known that replication has some issues, we are planning to rework the multiplayer part for the next version.
thank you. yes i saw there are problems with interpolation in multiplayer. do you know probably when next version will be available?
there is no strict timeline for that and we want to solve it for good which may take some time. i would say it could take at least 2 months from now.
is it possible to contact you for custom development for us?
drop me a pm, we can discuss but no promises.
Hi! When a car jumps off a ski jump and crashes into the ground like a toy car, it seems that the carās body doesnāt have any weight. āInertia Scaleā or Angular Velocity and etc doesnāt help. Can there still be parameters that can fix this situation?
is the problem about bouncing or fast movement response of the vehicle?
if it is about fast movement, inertia scale will certainly have positive effect on it but it also effects the overall driving so you need to be careful with that. some games might be using artificial effects to ease the high velocity impacts with the ground but that does not help what you need i think.
I don 't know, itās hard to call it a problem . Itās just that the car behaves unnaturally (like a toy car ) . I think this is due to the rapid movement of the car. In games like Forza Horizon 4, when the car bounces, it crashes hard into the ground (you can feel the weight of the real car), maybe Iām find fault on FGear and the problem is solved with PhysicAsset. Is it possible to achieve such an effect as in the game Forza Horizon 4 or NFS and etc?
https://www.youtube.com/watch?v=MfeieR81Wsg - Jumping in FH4 .
Link deleted - Jumping in UE4
they must be faking it somehow, suspensions work normal in reasonable ranges but falling from 20 meters is another story, may be we can work on something like a landing assist.
Hi! One more question! Is it possible to walk to the RPM red line on the spot (the car is parked with the handbrake pressed)? It is interesting when you turn off āAutoChangeā this trick is performed without problems ,but when I turn on this parameter āAutoChangeā the car does not want to increase the RPM when it stands still.
when the gear is not neutral it does not make sense for the engine to rev-up(in case the the axle with power is blocked by brakes), you need to either disengage the clutch or switch to neutral gear.
in games before a race starts the vehicles can rev-up while waiting for the green light, in such cases there is a hidden feature(StandardInput::setStartGridMode) but it is buggy in current version. if you want to use that drop me a mail and i can send you a local fix.
Hi @lazybitgames , today I bought it, and thats a great package, thank you, its little bit expensive but quality is expensive always:))
I have some questions;
- How can I change backlight options from blueprints for my own model? When I try to set material parameter from mMesh, unreal engine says āmMesh is not blueprint visibile, please fix mark up or cease accessing as this will be made an error in a future releaseā
- Is it possible to reset camera inside the blueprint?(I mean when player play on it with mouse, but after if he wants to return back to default settings- for example if player pressā the middle mouse button, will reset back to same state as the beginning)
edit: sorry I saw the get mesh node now, ok forget the first question:)
Thanks.
Hi @mahlukat
You have already solved the first problem. For the second one, you cannot with blueprint but you can edit UFGearOrbitCamera component in c++. Or you may need to write your own custom camera code.
Hi @lazybitgames [USER=ā2655059ā]Last Coin Games[/USER] which way you most recommend to understand if the vehicle is drifting, inside blueprints? Iām trying to find when fgeareffects triggering but i couldnt find.
there is a script for that in unity version, you can try sth. similar in unreal:
float mDriftThreshold = 20f;
float mCurrentDrift = 0f;
float mTotalDrift = 0f;
Vector3 mLastDriftPos;
void Start()
{
mLastDriftPos = Vehicle.getPosition();
}
void Update()
{
float speed = Vehicle.getVelocitySize();
float angle = Mathf.Abs(Vehicle.getSteerDeltaAngle(false));
if (speed > 3f && angle >= mDriftThreshold)
{
float angleRatio = Mathf.Min(1f, Mathf.Abs(Vehicle.getSteerDeltaAngle(false) / 90f));
mTotalDrift += angleRatio * speed;
Vector3 cpos = Vehicle.getPosition();
float dist = Vector3.Distance(cpos, mLastDriftPos);
mCurrentDrift += dist;
mLastDriftPos = cpos;
}
else mCurrentDrift = 0f;
}
@lazybitgames Thanks a lot, It workedā¦ There are some problems(drifting still calculated even player fly) but i think it could be fixedā¦ If anyone interested here is the blueprint nodesā¦
nice work.
for the flying problem you can just check the wheels contact state:
bool frontContact = Vehicle->getAxle(0)->getLeftWheel()->hasContact() && Vehicle->getAxle(0)->getRightWheel()->hasContact();
bool rearContact = Vehicle->getAxle(1)>getLeftWheel()->hasContact() && Vehicle->getAxle(1)->getRightWheel()->hasContact();
It works great, thank you!