FGear Vehicle Physics (v1.4)

CHANGELOG v1.6.1
Unreal5.1 support
Minor bug fixes

Additional Notes:
-Dropped 4.26 support
-Fixed crash case when async callback is not properly unregistered during exit
-Fixed differential bug (limited/locked options were reversed)
-SetWorldScale3D replaced with SetRelativeScale3D for convex casting mesh
-Convex casting against landscape is still buggy

5 Likes

Good Morning Yunus and Happy New Year!

Thanks for the update, looking forward to pushing hard with Fgear and Unreal Engine 5.1 this year.

Soon as this is on the Marketplace I’ll download and get going… also report back any issues I may come across.

Thank You!

Update… well I didnt have to wait long :slight_smile:

1 Like

Can this edit change the driving behaviour in some way?

nope.

@lazybitgames

Hi Yunus, I think we have a bit of an issue or I’m blind. I just went to load some of my old vehicle settings *.json and noticed that the Advanced Save/Load isnt there, then when I compared 5.0 to 5.1 wow what a difference, looks like many settings and categories have all been split and a little messed up, really hard to find what I was looking for as tire/wheel etc. exist more than once.

No tracing options or anything.

Really hope this is something what you missed and can be easily fixed in an update? as at current I’m a little lost trawling through each category as seen in the image I’ve attached.

I also noticed that the sportscar the sound wav doesn’t increase or decrease with rpm, just a single tone

crap we forgot about this one, why do they break already working stuff!

we didn’t change anything interface related but here we are…

it only happens in BP window, if you select it from the map everything is fine.

will try to fix it asap, thanks for the heads up.

workaround : edit instance on map and then apply instance changes to BP

No worries :slight_smile: thanks Yunus.

As you say why do they break this kind of thing, to keep us all on our toes I guess haha :slight_smile:

workaround : edit instance on map and then apply instance changes to BP

I never have any vehicles on my maps but a good work around for short term. I’ll look forward to your fix and update :slight_smile: as always appreciate your time.

the UI problem should be fixed now in 5.1
you need to redownload the plugin of course…

1 Like

Top Man as always, downloading now and will recompile my source build and report back :slight_smile: which I’m sure will be good news.


Perfect as always @lazybitgames

I mentioned about the sportscar and the engine sound in a previous post, just checked the demo map and seems to be ok so will investigate into why my sounds are messed up in my own project, really weird, like its stuck on 1 loop (high)…

UPDATE ++ I removed the SFX and readded and all ok for sound, something must of got corrupted on its journey.

There is a bug when cars flips upside down. The wheels reduce their speed but never stops spinning. Even if you press brake/handbrake maybe can stop at some point but on release they start/continue spinning. Āæ?.

Tried with rolling resistance and other stuff but nothing. Tried with your last sandbox demo example at happens in all cars too.

it is a feature actually, if you switch to neutral gear the wheels will slow down and come to a stop.

Oh i see, but not understand how is this a feature Āæ?, not should they reduce speed and stop? What is the advantage or what is the feature im missing to do that?

is there any way to disable this feature? I tried with rolling resistance and other stuff but nothing seems to work.

didn’t try to fix it because that’s what happens with a real car.
you can detect a flip over and switch to neutral gear or stop the engine.
it could also be prevented with a code modification but that’s more risky.

With a gear engaged and no tire friction whatsoever, the wheels can spin freely at the engine’s idle rpm, well at least the driving wheels. I didn’t try but normally if you press the clutch, the wheels should also stop rotating (like in neutral).

1 Like

Hello @lazybitgames , is it possible to make the 4wd drift or power slider without Traction control? I recently realized that this is not possible, meanwhile I saw videos in real life that cars that have 4wd can do powerslider and drift, any suggestions?

I would also like to know if it is possible to make the 3d tachometer can obtain the precise data of the rpm and speed, if it is possible please tell me, because I am also doing that and I don’t know where to start @lazybitgames

Good morning @DFKETGS2, it certainly is possible.

There are many examples of a speedometer around the marketplace and the forums which are based on default UE PhysX vehicles or the UE Chaos vehicles. You can use those examples as a starting point an then use the Fgear code/nodes to push this data to your speedometer.

Brief example
image

Have a browse and see whats around.