yes, we are planning to maintain fgear ue5 port until it becomes as stable as ue4 version but it depends on the stability of chaos itself. we are hopeful about the upcoming releases
Thank you guys, that is awesome news! and totally understandable.
we are hopeful about the upcoming releases
Hehe, you and all of us who love FGear!
Thanks!
Hi, @lazybitgames! There seems to be a little confusion in FGearAxle. In UFGearAxle::calculateAxleTorque() for the Limited, conditions were applied to Locked the differential. Is this correct?
it’s not correct, checked the original unity version and it seems that this was incorrectly ported. it’s very difficult to feel the difference so we have missed this for a long time.
thanks for the heads up.
Awesome work on the UE5 port.
I’ve migrated the changes into my modified plugin and they seem to work well - apart from Convex trace types, specifically on Landscapes, it vibrates like crazy (works fine on meshes though).
The biggest change in my personal version of the plugin is changing all the function signatures to match that of the Unreal syntax standard.
Is there any plans to update your code to match these standards?
I use Rider for Unreal and it was getting too noisy - so I eventually decided to resolve all the syntax warnings.
Could imagine others would be getting the same on their end.
Improvements would be the following:
Change signatures to start with a capital letter
Make use of const in function parameters
Convert getter functions to const (where applicable)
Update variable names to match Unreal conventions (this one is less important imo)
Alternatively, if you have the support capacity, perhaps owners of the plugin could be invited to a private GitHub repo and would be able to contribute to the plugin?
This is not uncommon with some other plugins I’ve purchased
thank you.
about convex traces it’s probably an engine problem but i’ll take a look when i get the time.
about coding standard not many have complained about it, most people use vs and it doesn’t care about your style but i agree that there are some problems, noted.
having a private repo is not sth. we have considered before and honestly we have much less time for fgear then before so it might be difficult for us to maintain it.
Any updates on this plugin for UE5? Can you please upload a demo for UE5?
we’ll wait for 5.1 release and try to solve any remaining issues in the future. sample project is the same for all versions so no need to release a demo for ue5, you can ask for others experiences with ue5 version.
2022-11-16 03-36-08.mkv (11.2 MB)
So I tried using the sample sports car in UE5 but I got this result. Also I could not run any of the demos as it needed me to recompile from source. Hence why I asked for a UE5 demo. Can you PLEASE recompile those demos to be able to run in at lease UE5
I’ve checked that sports car before, its bone orientations are not aligned with global axis so not compatible with fgear. About sample project you don’t need to recompile anything, install fgear plugin, convert sample project to unreal5 and run.
hi @gurusaint as @lazybitgames says, the example project compiles up and works perfectly.
If you plan on using the UE5 SportsCar, just export out and reimport with the bone orientations reset to standard Fgear vehicles, thats if you can’t manipulate that from inside UE5 Editor, cant say I’ve used that car.
I think I must be going crazy. lol. I have copied the plugin folder, restarted but I still get the same error
That is not an error, that is advising that the modules are from another engine version, if you click yes and it doesn’t build them, you will need to compile from source engine in VS.
If you are trying to run FGearPlugin in 5.0.3, try deleting the plugin and download it again via Marketplace. I had the same problem
this is what I got trying to rebuild from source @lazybitgames
Running F:/Epic Games/UE_5.0/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe -projectfiles -project=“C:/Users/Desktop/FGearExample/FGearExample/FGear.uproject” -game -rocket -progress -log=“C:\Users\Desktop\FGearExample\FGearExample/Saved/Logs/UnrealVersionSelector-2022.11.16-21.54.37.log”
A fatal error occurred. The required library hostfxr.dll could not be found.
If this is a self-contained application, that library should exist in [F:\Epic Games\UE_5.0\Engine\Binaries\DotNET\UnrealBuildTool].
If this is a framework-dependent application, install the runtime in the global location [C:\Program Files\dotnet] or use the DOTNET_ROOT environment variable to specify the runtime location or register the runtime location in [HKLM\SOFTWARE\dotnet\Setup\InstalledVersions\x64\InstallLocation].
The .NET Core runtime can be found at:
I deleted and redownloaded the plug-in. If anyone has any more tips lmk. I have the latest dotnet framework installed and VS as well but no dice.
Check to make sure you have the framework setup and installed, have you compiled using your current setup with VS previously? and if so did other projects work and compile.
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I haven’t had to compile any projects until this one. I would try and uninstall and reinstall the engine.
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I am using a custom mesh now with bone orientation similar to the fgear sedan. Nothing works besides the controls. The wheels do not animate, the telemetry doesnt work. send help
2022-11-17 09-40-04.mkv (12.1 MB)
1-Install the plugin, it will be under UnrealInstall/Engine/Plugins/Marketplace/FGearPlugin
2-Extract the sample project
3-Right click FGear.uproject → Switch unreal engine version → Select 5.0
4- Double click FGear.uproject → It will ask you to rebuild FGear, say Yes
5-Done
At which point do you fail?
2022-11-17 10-51-52.mkv (11.8 MB)
This is what I get. When I try building solution with VS, I get the .NET error.