FGear Vehicle Physics (v1.4)

i didn’t try anything like that but i doubt it’s any different then my current version, it also works fine most of the time. the problems i solved with workarounds are not about vehicles, freezing mid-air can happen with any rigidbody and with chaos vehicle as well. the issues with substepping is another thing though, i’ll take a look at the chaos vehicle see if it receives correct dt values, thanks.

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Hi Yunus, wondered if you had any further progression yet for Fgear UE5

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yes, i checked the hint from ALM678mb and found out some clues but not there yet. unfortunately i am very busy these days but i’ll give it another go when i have some free time.

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Perfect thanks for the update!

Hello. Is there a possiblity to add burnout? By pressing W and S?

yes but requires a minor code change, if you are compiling yourself, drop a mail.
it will be available with the next update.

Wrote to mail. When next update release? I just don’t have much experience in VS:)

working on it, we don’t want to release it in a totally broken state so we’ll fix the major problems and then release.

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It will be release with UE5 support?

yes, the problems I mentioned are all about ue5.

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Hello! I just want to know at what stage is the FGearPlugin UE5.0 update? :slightly_smiling_face:

Hello!
I am using the Smooth Sync plugin on 4.27 (latest plugin version) to replicate vehicle position and the FGear Physics plugin. Everything works fine except for displaying the replicated transport on the client. Things like this happen:

I don’t know how smooth sync works but we switch the vehicle body to kinematic state for clients when fgear replication is on.

Still haven’t bought the plugin, but I’m still planning to, wouldn’t it be possible currently by adjusting the brake bias ? Putting it all on the front wheels and forcing clutch + first gear ? (and also a system to stay in neutral until enough torque is built up while revving)
Asking because it’s something I’m likely going to want to use, so I want to be sure I can mess with these kind of stuff to create what I want.

yes, if you give more brake power to front and much less to rear it would work.

warning : the vehicle does not make a full stop but slowly go forward during a burnout.

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Alright, sounds good, thanks for your answer.

Hello, how is progress going? Will plugin update to UE 5 in this year? :grin:Rumors say that UE 5.1 version is coming out in autumn

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not good, substepping is still not usable.

would you prefer it to be released in its current state or do you prefer it to be without issues?

Oh, i understood. Recently Epic published roadmap and promised that they will upgrade Chaos, so even 5.1 doesn’t fix substepping?

When plugin will be updated for UE 5 ?