About knocking down the index in the array of axes, only breaks the animation. Here I indicate the indices, as in your example, and they are knocked down every time the editor is started. I realized that I need to create an array manually, depending on the names of the bones, but I’d rather add the index to the axis so that I can set it manually, at least I’ll try it))
This is what I do, I am very pleased with your physics, it is really very, very cool!
By the way, is there a ready-made solution to limit the vehicle speed?
there is no speed limiter but may be you can use the setCruiseSpeed function in the ArcadeAssists component. it gives an instant speed to the vehicle, you can call it when the vehicle exceeds your limit.
function setCruiseSpeed leads to an unexpected result)) somehow it affects the suspension and sound bugs in RPM. I will write a forced stop in physics (Set Linear Physics).
i am not sure i understand what you meant but normally if you press throttle when going backwards(reverse gear) the vehicle will brake until it stops and then starts going forward. if you want it to start applying engine torque instead of braking then it’s not possible without modifying source code and it will most likely be slower to stop then braking.
yes it’s how standard input behaves not related to the simulation.
Is UE5 (current github, not EA binary) supported or not yet? Will it be supported ?
ue5 will be supported when it’s actually released.
currently you can compile and use it with ue5(tested with ea version) but you need to make some minor code changes.
if you have got any problems compiling with ue5, please drop a mail.
Hi, very nice plugin!
After playing a few days with the default vehicles I’ve tried to setup my own car ( 4 wheels) but so far can’t get the wheels to spin and rotate. The car is moving but not the wheels. I removed all the collisions from the wheels, added the box collision to the body, created new animBP and copy/pasted the code for animation from existing one. I’ve changed the bone names in transform nodes in animation bp, changed the bone names in the car blueprint as well. Still no success. I’m trying to create the child blueprint from Basic_BP default vehicle. Did I miss something?
I’m using UE4.26, in case it’s important.
Please help,
thank you!
first complete the quickstart tutorial with the provided sample vehicle. if you can complete it without problems then your asset should have a problem. compare bone orientations, hierarchy etc. with the samples.
Hi, thank you for your quick response.
I’ve done a quick start tutorial and it went without a glitch, exactly like in your video. The problem is when I’m trying to use my own skeletal model of the vehicle I can’t use provided fgsedan_animbp from your example. Each unique skeletal model uses its own anim bp. This is the problem IMO. What is the quickest way to adopt fgSedan_AnimBP to my skeletal model, or how to modify my own anim bp to make it work with your plugin?
I’m stuck, sorry ;-( could you help please?
thank you!
ue5 is not supported yet but i’ll take a look at that issue.
yes you need your own anim bp for your own model. make sure you derive from FGearAnimInstance, make sure you use the same nodes and same parameters, make sure your bones are identical to the sample skeleton. if you still fail, send your model via mail and i will check it for you.
i set t.MaxFps from console to 10fps but i see nothing wrong, how do you create this issue?
i think i found the issue, unreal5 has changed max substep delta time calculation, i am not sure if it is intentional or a bug but it breaks fgear and does not make sense, here is what i found:
Hi, thank you very much, I’ve got it work! Now, where should I look if I want to make all wheel drive, or front wheel drive or rear wheel drive vehicle? Sorry, I can’t figure this out ![]()
thank you
select each axle and set Torque Share parameter.
for ex. set front axle torque share to 0 and rear axle share to 1 for rear wheel drive.
if you at least read the coremodule document you can figure these kind of stuff easily.
Can someone tell me how to stop fgear vehicle movement? my scenario is I want to stop my AI(auto drive) vehicle when it reaches the finish line. So I made a trigger box and disable auto drive; so it stop the acceleration and stuffs but it remains the previous velocity until it hit something to stop. So I want to know how to stop it actual movement?
check the EnterExitDemo.map, when you exit the vehicle input is disabled and handbrake is on.
to stop the engine call UFGearEngine::setRunning(false).
Hello! We’re working on a co-op multiplayer project with a lot of vehicle stuff integrated at the core of the game. Absolutely loving Fgear so far as our vehicle solution, but hitting the input lag issues that have been described throughout this thread a few times on the client side. At certain points the vehicle even becomes completely unresponsive until the host is reset. Do you have any plans for adding Client Authoritative functionality or anything else that might improve this? Thanks in advance ![]()





