FGear Vehicle Physics (v1.4)

normally you should have a separate mesh for collision here(this is how i would solve this), it doesn’t make sense to drive on such surfaces.

to have more stable drive on bumpy surfaces try Suspension Relaxation Downforce option and use a high relaxation damper value.

in code you may be able detect sharp changes in suspension compression and avoid wild responses, this may(not) work.

But I think this is not caused by the suspension, but with the ground collision with a car collision, not with the tire. Collisions with the tires seems ok.

if it’s about ground collision then try using complex(per triangle) collision.

people have reported weird collision issues before like invisible hard edges that collide with the vehicle body. could be a problem with unreal itself not sure, switching to complex collision may help.

Do you mean this? (I already have it like that):
image

I through that this is only settings that can make mesh with per poly collisions.

can you send me that model in the video for testing via mail.

Ok, sent.

well, the vehicle body hits the ground and results an unwanted push like that, it seems normal to me. using a better collider may be helpful:

I will try, I using custom collision an that is only slightly like on your picture (I wanted to have it exactly like car model shape). I will try to cut it more, but doubt.

But I cannot agree that it is normal behavior. When I drive straight at 40 km/h and it will make crazy jump and I will end on the roof - that is not real, not even arcade. Maybe would be solution to be able to decrease some Z forces when coliding from bottom to up.

So, better car collision does not helped :frowning:

sharp edges are bad for physics engines, i don’t want to repeat myself but there shouldn’t be that kind of spikes on a terrain in the first place.

you can increase vehicle body inertia or per body velocity calculation iterations to get better reactions but it will not be a solution.

may be you can try some settings from the engine, for ex. if i set “Bounce Threshold Velocity” (in Project Settings->Physics) to 2000 then the collision response feels much better.

Hey! Very cool physics!
I ask for help, show me how you can make the movement of only the right/left side wheels? (for tracked vehicles) Is it possible? I understand that I need to rewrite the code, I just ask you to show me where to start.

anything is possible when you have the code, you can start from UFGearAxle::steeringUpdate.
instead of setting steering values for the wheels, maybe you can set another parameter to tell the wheels to revert or not.

Thanks! We’ve done everything, your code is pretty beautiful!

I have a serious problem. I added 5 axles for the tank. And every time I start the editor, the order of these axes changes. That is, at first, for example, the 5th axis was the 5th in order, when it is restarted it becomes the 3rd, etc.

More details: the indices are changed in the Axles array in the anim blueprint. It would be great if you could manually set the index on the axis. Can you do it? Or at least tell me where to start?

what’s the actual problem, does it break the animations?

you can determine the real order from the respective bone names so may be you can reorder them after initialization.


By the way, how do I fix this? Wheels go under the landscape when descending from a mountain at a speed of more than 50 km / h


I found everything, I had to remove this


I noticed a strange problem, if the speed of the tank is higher (22 km/h), then the wheel turns are inverted (Steering). I wrote a crutch for this, but I would like to know the real reason for this strange behavior.

tire ground penetration related parameters are mentioned in the documentation. check “Suspension Hard Contact”, “Suspension Tire Penetration” and Suspension Constraint component.

there is no known issue that reverses steering, it doesn’t sound possible, if you modified source code you might have corrupted some calculations.