FGear Vehicle Physics (v1.4)

there seems to be 2 problems with unreal5 right now.

1-Substepping works differently. It does not work as we expect and simulation gets erratic at low frame rates. On the other hand async tick option is now available which sounds like the system in unity. It works allright(still experimental feature) and it’s the obvious choice to pick when it comes to replication.

2-Sometimes vehicles suddenly stop/freeze while flying. This is a very strange problem and it looks like a physics bug to me. i discovered that if you disable downforce in aerodynamics component this problems goes away but it doesn’t make sense since we just apply some extra force to the rigidbody.

When we address these problems the rest is easy to port we hope…

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about the freezing problem, i can confirm that it’s about chaos physics, you can easily recreate the issue:

1-open chaos vehicle sample project.
2-put the player start a couple meters above ground.
3-put the below code inside SportsCar_Pawn

Untitled

There are few downloadable fgear demos but the one openable by ue editor is only 1 which is FGearDemo. What about the rest?

the rest contains 3rd party content so we can’t release them but all of the functionality in those demos are present in the sample project.

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Nice, making progress on the 5.0 version?

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Hi,

I am currently having trouble setting up truck with trailer (from marketplace). The truck head is connected to the trailer using a PhysicsConstraint. Everytime the physicscontraint is inserted, the bodies (trailer and head) will explode. The same setup work nicely with UE4 vehiclemovement.

I have tried quite a lot of ‘disable collision’ everywhere between skeletalmesh and the staticmesh (the marketplace creator is using staticmesh just for the visual, and skeletalmesh for pure physics ). But it is still no to avail.

Any clue on how to solve this? While typing, I have this one idea - maybe I will ask an artist to ‘combine’ the skeletalmesh and staticmesh - this has been my setup before.

There are still stutters here and there - I believe this is what is talked before?

Hi, have some problem with the car collisions.

I tried changing the car mass to 3000 (Actually 1400), suspensions,etc… but nothing seems to fix the problem. No matter front or side collision, the car looks always lightweight no matter the mass i set to the car. Tried with relaxation dumper / downforce and other stuff tha in some way does it less but the car driving got impossible. Same if i set center of mass is -0.5, fixes mostly but car driving is so weird.

Is there any param im missing or i can try?

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In the past, I inserted my own code addImpulse downward… eg AddImpulse(0,0,-some large number).

I tried addimpulse on collision or every tick with force,etc… but nothing like that worked.

Tested with other cars and realized there is one where it never happens, no matter the speed, i set same params,etc… at the end was the custom collision. Changed for the other car and worked. Here the difference between one and other, maybe this can help to others with same problem.

So, what im gonna do is edit the collider to make the front part similar as the other and test various things to see what works best to avoid this kind of problems.

check this webgl demo : FGearSandBoxDemo by tasadar

it’s a unity demo but the principles are the same, the tractor and its trailer are separate vehicles and connected with a constraint.

not just stutters they are terrible game breakers…

No worries… I will only jump to UE5 maybe next year. Waiting for it to settle dust - by then, the Chaos could be much more stabilized.
But I know there will be lots of people asking for UE5 update…

I think it is not helping much - source code is not there and it is Unity not UE4. UE4 have different code and bugs too. And probably the only sound solution is to combine everything into the skeletalmesh (now blank skeletalmesh + staticmeshes - I dont know why the author did that way).

are you sure you are making 2 separate vehicles?
a combined mesh may also work but i haven’t tried it myself before.

it is replicated ?

Nice to see the forward motion :slight_smile: looking forward to the final version :slight_smile: - Keep up the good work.

it’s been used with an online game but i’ll say no for the moment since we don’t have proper client prediction.

Ok thank You for the information.