i am out of town right now but i will test it and post back tomorrow evening.
Awesome, thank you.
Hi,
I am currently working on a racing game with ramming and shooting aspects.
I have used Physx as a starting point but realise that this is outdated and I would need to change/implement a lot of stuff to fix it to the way I want, and wonder if it would be easier to save myself a lot of time and hassle to use your system.
With Physx I have the following issues which I wonder if your vehicle system would handle better:
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When crashing vehicles or particularly two parallel vehicles colliding Physx makes the vehicles flip and jump in very unrealistic ways and occasionally the vehicles fly off into outer space
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When turning the friction on the tyres right up to achieve more of an arcade feel the vehicles seem to roll, unless I add artificial anti roll which then throws the long/lat slip out of alignment
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When creating vehicles with external wheels in Unreal (outside of the main car body like a monster truck) the wheels catch on objects and other vehicles and create similar effects to point 1 (flipping etc)
Furthermore I was wondering could your system handle the following:
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Change of wheel size and friction at runtime (for a busted wheel)
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Change of collision shape at runtime due to damage
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Wall riding for prolonged periods
Thanks
it seems that blueprints are limited with curves. i will add some additional methods to modify the existing curve or let the user assign a new curve if possible.
the core module of fgear has some approximations but overall it is realistic, without external forces it is difficult to make games like trackmania or rollcage. you need to get your hands dirty with physics and use external forces to get the behavior you need.
1 - normally that shouldnāt happen unless you force the vehicles to penetrate somehow, can not judge without visuals but this sound like unrelated with the vehicle system.
2 - giving unrealistic friction values can result such behavior, you need to compensate with another unrealistic modification like lowering center of mass or just like your way. i do not understand what you mean by āthrows the long/lat slip out of alignmentā.
3 - you can modify the raycasting filter to skip those objects or you can use multiple raycasts to avoid instant height changes or you need to modify the suspension code to compensate for instant height changes.
about other questions:
1 - changing wheel radius and friction is possible.
2 - this is not directly related to the vehicle system. i have never tried such change in unreal but i guess you need to reapply some settings after changing the collider so that the inertial properties of the rigidbody can persist.
3 - i think wall riding is possible for realistic conditions but the tire model is not sticky at all, you may not get a driving fee like āon railsā. for unrealistic wall riding, you will need external forces.
That would be great. My current plugin lets me assign a new torque curve at runtime, which works well. Itās just a āset variableā node:
Being able to modify an existing one would be amazing.
here is a short video of the latest sandbox demo.
there is one thing i need to make clear is that you can build the same setups(drift & arcade) in this demo with the current(v1.0) version.
This is great! Will you have an updated example project? Iām unable to use the current one and Iām not sure why. It says itās missing the FGear plugin, but itās installed for 4.22 and 4.23. It wonāt compile, either. Iām using VS2017.
yes the updated example project will be uploaded once the new version is released.
the default version of current example project is 4.22 so if you have 1-)4.22 installed, 2-)fgear plugin is installed, 3-)fgear plugin is activated, then there should be no problems, just click yes on that pop upā¦
4.22 is installed with the Fgear plugin. It works fine when I use it in my project, but I canāt launch the example project. When I click to compile, it gives me this:
Looking forward to the new version.
EDIT: I was able to copy over the assets from the example project into mine and it seems to work fine.
I found a couple issues/bugs. The first is the tires sink through the ground when jumping and/or driving onto terrain at an angle. I was able to re-produce it in my level and the example project level.
The second is if Iām playing in editor and mouse over to a browser or any other program, the car starts bouncing all over the place and flips over. Not a huge issue in this instance, but I thought Iād mention it.
hi, thanks for the feedback.
about the first issue, there were two options for us, the tires could penetrate the fenders or penetrate the ground, we chose the latter. it happens for an instant when the vehicle hits the ground hard or during fast elevation changes, bumpy roads etc, we have not found a way to fully prevent it yet. in the new version there will be an option to add hard contact force to the suspensions but even that can not fully resolve it and can result bouncy behavior in some cases. we will try to resolve this in the future.
when unreal loses focus, fps drops to 2-3 fps so the physics simulation can get erratic, you can pause the game in such cases.
Ok, glad youāre aware and working on it. I just found it odd. Adding a suspension limit option would be cool, but like you said, I can see that causing its own issues.
Thatās what I was thinking as well. Not a huge issue, but I thought Iād mention it.
I really appreciate the support on this product. Really impressive.
Hello! I look forward to your 4.23 plugin . When you release this Plugin ? Or what to replace #include āProceduralMeshComponent.hā (VS canāt find it )
current version already works with 4.22 and 4.23.
ProceduralMeshComponent is a dependency used for skidmark effect, it is a plugin of epic games and you need to activate it from plugin settings.
I screwed up ((((sorry for the previous question I have 4.23 from Github but the Epic Games launcher didnāt see it so I thought about it ! Whether it is obligatory to use mStandardInput in the Car or it is possible to manage custom functions for example (SetThrottleInput) ? ThankYou
you can disable standard input and use alternative input methods, check the MobileInput map(in the sample project) for an example.
hi,
v1.1 files are uploaded and pending for approval.
updated documentations and sample project is also uploaded.
using the new sample project with v1.0 may cause minor problems so please wait for the plugin update.
i will post a change log when the new version is published.
thank you.
Thanks for the update!
I have a question that might not be directly related to your physics plugin but to vehicles in general.
When you add the standard 3rd person character to the FGearExample level and then run with it against the vehicles from different angles, the vehicles will move and flip around very unnaturally.
Since the vehicle is way heavier than the character, the vehicle shouldnāt move at all.
Things I tried already:
- Setting mass to 50000kg in the vehicles physics asset
- Disabled āEnable Physics Collisionā in the character movement component
- Different settings in the engines physics settings
This issue also appears in the default UE4 vehicle template. Do you happen to have any recommendation on how to disable characters pushing heavy vehicles?
Thank you.
it has a simple reason, the character controller is a kinematik body so the mass of the vehicle does not matter.
-you can roll your own character controller with a dynamic body which can interact with the world both ways.
-not sure about this but may be you can detect the collision(or future collision) between the character controller and the vehicle body then prevent the character controller from moving towards the vehicle.