FGear Vehicle Physics (v1.4)

I apologize, I was not asking for an in-depth breakdown of C++ and am aware that is well outside of any expected level of support. I was looking for help in learning where to begin searching and this last post actually helped! By researching some more about creating an additional plugin project that led me down a path where I learned how to compile a plugin project locally and then ta-dah! Thanks to @LastCoinGames for the code help, I was able to get it working and can now set a spline at run time.

Perfect, thanks.

I just found two things:

  1. About articulated vehicle - Finally it works, nice. Just now I cannot use FGearCustomCollision (because it will somewhat broke phys asset?), can it be somewhat solved together?
  2. Looks like in UE 4.26 it start spamming into console this line: LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: ProceduralMeshComponent /Game/Map/Main/UEDPIE_0_Main.Main:PersistentLevel.FGearSkidmark_4.SkidmarkMesh)
    It happens when I have nav mesh inside level and many ai cars. It looks like the many cars will do skidmarks and exceed the limit of max skidmarks together. Then when I will drive, no more my skidmarks are displayed but only that message in the console. Something is also there, last comment: https://answers.unrealengine.com/que…7063/view.html

@rotacak

1-use separate mesh for the bed and the tail then you can use custom collision.
2-we will look into it.

@lazybitgames: I found another bug: if you will choose car with custom collision and set collisions to ā€œnocollisionā€, then game will crash (I would like to disable events on default mesh and use only on custom collision).

@rotacak

from unreal documentation, no collision : This body Will have no representation in the physics engine. It cannot be used for spatial queries (raycasts, sweeps, overlaps) or simulation (rigid body, constraints).

from fgear documentation of custom collision : You should untick CollisionResponse of physicsasset or both colliders will be active.

so it’s normal that the engine crashes, we assume that you are providing a mesh with rigidbody.

I’m having a weird issue with using splines. Right now the wheels ignore collision on created splines, but the body of the car will collide normally. I feel like maybe the wheels are looking for something that the spline doesn’t have that everything else does.
I tried going into the mesh of the spline and adding collision, swapping out materials, and double checking collision channels (which are set to Block All). Is the wheel trying to maybe cast a raycast that I need to setup on the spline itself?

Hi,
You can change wheel trace parameters in ā€œTracingā€ category. Pls set correct setting your spline collision presets or change spline mesh collision type to per vertex.
Edit: attachment

Okay, so changing to World Static from Visibility made that work flawlessly, for some reason changing collision complexity did not. Is there any performance or other concerns I should have with the vehicle using a different Trace Channel outside of Visibility?

I don’t think there will be huge performance losses.
About Splines: splines can cause problems in simple collisions. It is useful to set spline collision to complexity. It may cause some performance loss.

Hello, I have some questions about this asset.
Do these physics support mobile controls? If so or not, will it be optimized for mobile? And last, does it have nitro boost feature?
Also when i tried the demo the vehicle seemed unstable, like it was driving byy itself and i had to forcefully
Thanks

there is a mobile input sample in the example project.
there is no built in boost feature but it’s pretty simple to implement through code or blueprints.
which vehicle is unstable, there are different vehicles in the demos, some are easy to drive some are not…

which asset are you talking about, arcade car is in the sample project?

Hi, this has probably been asked before, but what settings do I change to fix the car steering on its own at higher speeds? If I go full steer/drift at a moderate-high speed, the car continues steering in that direction indefinitaley even after I’ve returned the analog stick back to normal and the telemetry says steering is in the middle.

This problem is exacerbated when I use my own models. Any tips?

hi, sorry for the late reply, notifications are gone with the new forum or i haven’t found a way to activate mail notifications.

high speed self steering could be caused by a couple of reasons. number one suspect is the tire model, edit the tire model BP and activate force symmetry option. let me know if that helps…

Is this asset still in active development?
If so, is there any ETA when the next version will drop?

Regards

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yes it is still active but we are a bit occupied lately so we can not give an eta.
we are thinking of improving off road capabilities of current wheel model for the next version.
about ue5 we have tested with the early access version(manually compiled, not as a plugin) and it works fine but the default physics engine is still physx so we haven’t tested it with chaos yet.

Very interested in the UE5 support. Already bought the plugin and got the driving car close to my needs in just two days.

Some questions:

1.- About UE5, in case we still want to stick with physx will be possible? So will support both, or will be deprecated to focus only on chaos?.

2.- Maybe a bug or maybe this is how is intended to work, but if you brake while accel the brake lights not works, it should work always that brake is pressed right?

3.- Problem doing 360Āŗ like in the video. Using differencial type:Open in rear wheels helps to drift back, but when you try to accel after the reverse is done it looks on change R/1 gears brakes the car Āæ? .

I tried with friction torque 1.0 & Rolling resistance 0.1 to boost acceleration in low cases to avoid that stuck, but nothing.

So, i guess maybe can be in the transmission change time, clutch, etc… but nothing seems to work, the brake lights are triggered when i try to accel after the spin and change from R to 1 gear so it looks some brake is triggered :frowning: .

Or im missing something?

very nice video, congratulations.

1-it already works with ue5 and physx, the answer depends on how unreal engine will support both engines, if you will be able to switch from settings then we can support both but if one of them requires separate source compilation then we might stick to the default one. also if epic decides to depreciate one of the engines then we will also do the same.

2-by default standard input component uses combined axis input. in order to throttle and brake at the same time uncheck ā€œUse Combined Axisā€ setting.

3-gear change takes both wheel speed and body velocity into account and there is a small threshold between 1st and R gears. this default behavior is safe and works fine but if your game requires more aggressive gear changes then you might need to modify the source code.

1 Like

Hi, I’m having plenty fun playing around with Fgear, however there’s one thing I still can’t get my head around despite trying to play with most of the options -

How do I get the car to be more ā€œcontrollableā€ at very high speeds (200+ mph)? At this speed with my current settings, the grip is so strong that turning right then left basically causes the car to either turn way too hard in one direction or turn out of control in the other.

Basically, I want almost the same ease of turning and grip I get at very slow speeds, on higher speeds. Or to put it another way - I want easy, ultra arcadey steering at high speeds.

Thanks to any pointers :slight_smile:

can you try the F1 setup in this demo

it handles quite well at high speeds but you can not make sharp steering since it’s a rather realistic setup. is this good enough for you or do you also require sharp steering at high speeds?