Last Coin Games: thank you very much. Collision hits now works.
Only one thing - I would like to use “Inital overlap” from the wheels. To get information when the wheel will touch the object for the first time. But I getting just false for any overlapped object. How to make it work (if it is for this purpose)?
initial overlap is not useful for that task. to get information when the wheel will touch the object for the first time, you just need to keep track of current hit surface, when the hit surface is changed you hit the new surface for the first time…
lazybitgames: I solved it like in the picture below. But is it crazy If you could add calling overlap event for wheels (or axles with wheel identification) in next version, it would be done just in about two nodes instead of this, but don’t know if it is possible for you.
I don’t think that comparing names of traced actors (strings) and casting every new traced object for detecting if it is that my object is good for performance. Better would be create new collision channel just for this situation and that should fire begin overlap event. In that case will be not needed to compare strings and doing casts.
Atleast I limited this solution for car that is driven by me, so I will see. Anyway, great plugin.
Asking because of the post in August. Did you find a way in the original PhysX vehicle implementation for how they stop vehicles from rolling?
Also I’m getting a crash in the UFGearSkeletalMeshComponent. UE 4.25
This seems random but I’ve noticed it very often after a seamless travel to another level. It looks like body instance has a problem with the lower PhysX parts?
Any insights would be useful, thank you.
interestingly physx also has some kind of sticky tire implementation inside but their code did not help at all. i have made some improvements to the sticky tire code that solves some minor problems and it seems to work fine for most cases. normally current sticky tires should also work most of the time, can you share a video of your problem, how much slope does your vehicle stand on?
how do you make the seamless travel to another level? the logs does not tell much, if we can recreate the issue then we might be able to fix it.
Today i tried 4.26 version for the first time.
I had to comment out some physics related code to get rid of the linker errors and got it working.
First impressions:
-vehicles are shaking more then usual when they are stopped.
-overall driving feels the same/similar for most of the vehicles.
-i got 12 fps in stress test map whereas i got around 70 fps with physx.
I asked the question elsewhere and got this as an answer:
Not sure the ramifications of all this on the prediction issues, hopefully once the problems you mention in the impressions are worked out the new network prediction system might help!
Hello. Would be possible to add “default physic material” option? I using physic material for skid sound etc. but I have to assign this material everywhere. To every possible object. Would be nice to choose one physic material as the default and assign only different materials there where I want. What do you think?
FGearPhysicalMaterial contains a couple of extra parameters in addition to regular physical materials so that FGearEffects component can generate sound and particle effects.
FGearEffects component is not meant to be used in production in the first place, we provide these extra components to be used for prototyping or the users can learn from/extend upon them.
We can not support every technology and possible combination of effects in a sample component like this.
We never used niagara before so the answer is may be, if it is required by most people.
Thank you very much. understood.
Recently, Niagara’s effects have increased in the marketplace, so I’m grateful if you support it even when doing prototyping.
Another question
Is it possible to disable FGearOrbitCamera?
When I implement multiple cameras including FGearOrbitCamera, I can’t switch well.
I’m guessing this camera is also for prototyping, but I asked a question.
Hi @ymt3D You can switch camera component between others but you can’t use with orbit camera. I have added disable/enable orbit camera option to todo list.
Also you can see switch camera component in the screenshot.
If you dont want to wait next update you can replace that lines in FGearVehicle.cpp
at this point i’m pretty much sure it won’t happen with physx.
there is an upcoming release(1.4) but it will not contain client prediction.
so we will rely on the new chaos physics to be able to rewind and replay physics.