FGear Vehicle Physics (v1.4)

-keep the plugin only under default install location UnrealInstall/Engine/Plugins/Marketplace so that you can use it from all projects

-make sure you convert the project to unreal5

-make sure you have the correct visual studio 2022 and requirements, reinstall if necessary

Away from the rig now. Will attempt and get back to the forum.

Demo working now. Had to do a clean install of the engine and VS. But I am having a problem now.

Everything working fine now. Thanks guys.

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Hiā€¦ any idea why speed is not smooth? All I do is press the accelerator to the max. The graph is as below:-
image

The speed goes up and down a little whereas it should be speedying up all the wayā€¦

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probably this happens when the vehicle is changing gears if you are sure that there is a physics problem then send me the vehicle save file.

we might release a minor update for 5.1 support next weekend, please report if you know of a general or physics bug(only core physics, there wonā€™t be updates about effects).

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What I mean is the curve is not smooth ie it is jaggies. The overal shape is fine as you pointed out, it is duethe gear shift. The curve should be as below:-
image

is this a problem, my guess is that if you increase simulation quality(lower delta times) the jitters will be less but they are not avoidable, the engine rpm keeps the vehicle from accelerating more then necessary so this could be a side effect of engine braking. it could also be due to some other factor like aerodynamics effects, canā€™t be sure without testing.

Hi, in UE5, are you using Niagara for the smoke? or still cascade? or was disabled?

Finally got my BP up and running. Loving the demo so far. I used the sports car as a template for handing but my car just slides about and it is difficult to control. Where can I find change the wheel/tire friction? Also do I have to add a physical material to augment said wheel friction.

@Davit_Masia
it is the same cascade particles

@gurusaint
please read the CoreModule document, make further adjustments with ArcadeAssists component if necessary and experiment
Effects component lets you adjust friction based on surface material, it is demonstrated in the sample project sandbox map

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Hello to all,

I have just converted my project from UE4.27 to UE5 with success, but I have a problem with my vehicle when it is in the air: it stops abruptly and falls by jerks.

I had seen it in an old video posted in this forum, but I canā€™t find it anymore, nor do I start to fix the problem :confused:

However, and itā€™s quite strange, my AI uses exactly the same vehicle as the players, with the difference that if no player controls it, itā€™s the AI that takes over. Well, the AI donā€™t have the same problem with jumps, their behavior is quite normal, no jerks, nothing, while the vehicle is the sameā€¦ Is it normal?

Thanks

EDIT: I spent several hours testing, and the problem rarely happens to AIs, and when it does, itā€™s after a few seconds in the air, almost at landing time

this will be fixed with 5.1 update and the workaround for 5.0 is to use custom gravity.

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@lazybitgames stuff is awesome so far. I am looking forward to the 5.1 update! Do you have a roadmap for future updates to the plug-in? Perhaps addons or a 2.0?

Also will it be possible to constrain a vehicle to another? Like a trailer to the truck and have a car on the trailer without the engine bugging out? Itā€™ll be cool to include that sort of system in the next demo :grinning:

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there is no roadmap, with my current state(busy with work) it is not possible to add new features but only maintenance.

constraining vehicles should be no problem, we already have a similar sample, a truck with an articulated bed(press middle mouse button to see it in action).

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Hi, I got the package and Iā€™m loving it :slight_smile:

Quick question. I want to add the ability of moving the base position of the bone around, so I donā€™t need to create new skeletons per car (in my game you can also tweak the car geometry). Is this possible?

I thought about changing the source code to remove the mesh / bones logic and use reference transform instead, would that be straightforward or Iā€™m going into a deep rabbit hole?
Any other possible solution?

Thanks in advance :slight_smile:

iā€™m not sure if you can move bones around with unreal.

going with a static mesh approach sounds viable, I know people that have done it before but canā€™t say it is a one day task.

Hello!

I recently purchased this pack but Iā€™m getting some weird handling on my cars.
First, my cars never seem to want to self align (especially rear wheel drive)
and always seem to be pulling ever so slightly to either direction.
Secondly, counter steering for even a millisecond too long or too aggressively will cause the car to snap oversteer and spin out.

Is there anything I can do to combat this?
I played around with the F430 demo and did not really run into this all too much.
Lastly, is there any way I can put a curve on steering input? Ie. an exponential curve that lets inputs towards the center have less input than those at the end?

Thank you in advance!

Is there anyway to change the car braking power due speed or something?

Now, if you press+hold full brake, the speed will reduce constantly from X to 0.

There is a Brake curve but only controls the pressure to add more or less based on Brake Torque in the wheels settings.

But there is no brake related curve/setting to reduce the car based on speed or similar?

My guess is editing the core plugin and on brake add to the formula the car speed or similar to get that desired behaviour. Any other idea?

@Doublefs

if you see different behavior then the vehicles in sandbox map then the first thing comes to my mind is the tire model, avoid using TireSimple if you are not making slow moving vehicles. also too much slip can cause instability for rwd vehicle so you can try a couple of things like increasing wheel mass, antirollbars etc. There are only 2 curves used in the StandardInput component, one is for speed vs steer angle and the other is for speed vs steering speed. If you need more complicated stuff you can modify the source or build your own input system through BP.

@Davit_Masia

As you said you can modify the input component or you can scale the braking torque depending on a curve from BP.