FGear Vehicle Physics (v1.4)

Well, finally found a way that works for my case, just need to do some value tweaks.

	if ( mHasContact && mAccel > 0.0f && mLocalVelocity.X > 0.0f && mLateralForce.Size() > 5000.0f)
	{	
       if ( mCurrentSteer > 0.0f && mLatFrictionForce > 5000.0f ||
	        mCurrentSteer < 0.0f && mLatFrictionForce < -5000.0f )
		{
			mLatFrictionForce = mLatFrictionForce * 0.1f;
			mLngScale = FMath::Lerp(mLngScale, 6.0f, 0.02f);
	    }
    }	
	
	else { mLngScale = FMath::Lerp(mLngScale, 3.0f, 0.05f); }

Now i can do this in a more easy way and better car direction control when slide:

Also i set steer gravity to 10 and their range to 100 for more precision, and edited the StandardInput steer with this:
mSteerInput = FMath::Clamp(mSteerInput * FMath::Abs(mHorizontal * 1.2f) , -mCurrentSteeringLimit, mCurrentSteeringLimit);

That (mHorizontal * 1.2f) takes the stick position too on steer, so it adds much more precision at any speed that only using the steer speed/limit curves in the editor.

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ue5 support is not possible without actual ue5 release.
if you want to test it yourself, you can compile it with ue5 with some minor code changes.

do you have the code changes required by anychance.

drop a mail to lazybitgames@gmail.com

4.27 just released, any date about Fgear compatibility?

probably next week, v1.5 is also on the way…

Great! Any advance about the 1.5 features? Improved physics? Maybe volumetric wheels collider?

no volumetric wheels yet, we tested convex(cylinder) casting successfully with the unity version so it will most likely be available for the unreal version too. full change list will be posted with the release.

I see, great news, every improvement is welcomed :slight_smile:

hi, i have bad news.

the main feature of the new version is the convex casting option. i completed the new unity version and started porting the features to unreal but it seems that there is no way to cast a convex shape with unreal. they simply haven’t implemented that part yet. someone asked about it 5 years ago and it’s still not there. the only way is to modify the source of the engine but it’s not a valid option for us.

so the next update is on hold right now…

I see, so, no more updates until Epic fixes the issue? Because i guess you already tried some workarounds or had in mind release without that but if still is gonna be hold is due that feature is important to other updates i guess.

Any idea about if Chaos on UE5 supports convex shape ?

i do not believe epic will ever fix that, i have one more idea to try but it requires some fundamental changes so next update is on hold for now. chaos is not an option until it becomes the default physics engine.

4.27 support is available now.

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Excellent, Thanks for all your support, endless as always. I do hope you have success with the next V1.5 also soon

Great! so, no updates just compatible now with 4.27 right?

I saw in the website now in 3D wheels appears “convex shape” but i guess is just for unity right? It not appears the “*” to say is only in unity but due you said, or the workaround idea worked ?

no, i assumed i could do the same stuff in unreal but it’s lacking some api. workaround is under research…

good news guys, v1.5 will be uploaded this week.

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OH! So, convex shape finally possible with some kind of workaround?

yes it’s possible, we hardly found a way thanks to scarce documentation…

sorry, we can not include last minute feature additions but only bug fixes.

and this is more of an arcade system where those temperatures will only be used for cosmetic stuff so you can do it yourself with a couple of basic calculations. we prefer working on things that effect the dynamics of the vehicles.