english please, you can use some translator.
So I have tried everything and I cannot find a way to open the FGear project in 4.26…Has anyone else had any luck?
Hi,
I’m currently working with my 4.25 project but I thought I’d test 4.26 to see if it loads up as you mentioned you had issues.
I can confirm this loads perfectly with 4.26 using the last example project and indeed the 4.26 plugin installed into the engine, no issues at all here, recompiles fine to 4.26 overview map and all cars and bike work just like previous versions.
Hope this helps to ensure this is indeed working on 4.26
just switch project version to 4.26 and it should work, what’s the problem exactly?
i’ve just redownloaded and tested again and it works fine.
1-extract the folder
2-right click FGear.uproject -> switch unreal engine version to 4.26
3-double click FGear.uproject, it will ask to rebuild project, say yes
sometimes when you switch between versions it fails to build, in those cases try cleaning up the Binaries and Intermediate folders.
I’ll try again
v1.4.1 is available now
CHANGELOG v1.4.1
Auto clutch option for transmission
Fixed sequential gearbox bug
Force symmetry option for tire models
Additional Notes:
-There was a bug preventing sequential gear change, it is fixed now.
-Auto clutch is on by default which enables you to change gears like an f1 gearbox when using sequential.
When auto clutch is off you can use the clutch manually with sequential like a motorcycle.
-Tire model parameters can generate asymmetric curves and it can rarely cause problems.
Force symmetry option forces the tire model to generate a symmetric curve by mirroring the y-axis of the curve.
Keep it false(default) unless you encounter asymmetric steering behaviors.
and the price is dropped to $99.99
Cool , thank you for update!
Will the next updates include calculations of the temperature in the brake system? Where would it be more correct to implement this in FGearvehicle or FGearwheel?
there is a brake disc for each wheel so you can do it in wheels.
temperature comes from transferred energy(kinetic to thermal) so for a good estimation you can use brake torque x wheel speed x time x some coefficient.
I am under way on a project using Fgear and I have a quick question.
One thing I am trying to do is have flow-control from the the steering input (in my game Left Stick Left/Right) to the steering controls.
There is a point in gameplay where I have to interupt/disable the inputs from the stick and reenable them once Gate conditions are met. It seems like these inputs are hard-coded into the movement component and are assignable only in the vehicle properties panel (?). Is there a way to access and manipulate them as though they were normal blueprint InputEvents?
Thanks!
1-you can disable steering inputs from BP and reenable them when the conditions are met, DragRace.map is a good example, you can not steer until the race is over.
2-you can disable StandardInput component and inject your inputs manually, MobileInput.map is an example, inputs are taken from ui buttons.
Thanks Lazy…Option #1 one that you listed is what I am trying to do. Not disable the inputs but disable the steering. Thanks!
What I am confused about is where to find the connection between the input and the horizontal axis in a blueprint:
I would really appreciate a pic of the blueprint you use to do this in DragRace!
(Note: I don’t have access to the sample maps because converting from version 4.22 to 4.26 requires Visual Studio be installed)
Thanks Again!
this is only one way to do it, for ex. you can also call setSteerDeadzone to a high number to avoid steering input.
Ok…I had started doing it that way but wasn’t certain if it was correct…Thanks!
Sorry, Guess I’m still confused:
I don’t think I was very clear about what I was trying to do. I want to change the input “TurnLeft” (Left Joystick, controls L/R steering) from steering the vehicle to doing a completely different function when the vehicle reaches a certain speed. (Yes, the vehicle would become unsteerable in that state)
Thanks for your patience!
did you manage to disable steering?
you can assign “TurnLeft” to another axis, for ex. you can throttle/brake with left/right axis if you want to:
In my game the vehicle leaves the ground (sometimes for a while), While it’s airborne I need the stick I was using for ground-steering (front wheels) to now control air-steering (Pitch/Yaw Angular Velocity).
The “condition” is a bool I created called: IsAirbone. True/False of that bool is how I set which control state is currently being used.
Does that make sense?
yes, so did you manage to disable steering, could you stop the wheels from turning left/right, if not what’s wrong?
when you disable steering its up to you to implement those air controls.