FGear Vehicle Physics (v1.4)

it is much more difficult to drift with a 4wd vehicle, some brands put a drift mode that sends more power to rear axle. so what you have to do is to trick your way to get the behavior you want. that trick could involve any kind of drive assist, playing with power transfer at runtime, having less friction/more spin on rear wheels etc.

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we already have a tachometer, it’s just digital, have a look at AFGearVehicle::drawTelemetryGauge function and you can find the corresponding BP functions for required data.

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but what about a 3D tachometer? like this image? How would it be done to calculate the rpm correctly in rotation of the shaft?

If I understand correctly, this is not FGear question but rather, a vehicle games/sim question.
It is not that hard, you need to use at least two images - one is for the background, and the second is for needle. The needle (an image widget) can be rotated and you can use “float curve” to achieve the mapping ie what widget angle = 0kmh for an example.
Build the float curve table and you will achieve it. If you need more information, you can ask…

But the widgets are not antialiased and the needle will look bad.

If you are worried about jaggies when rotated, it looks fine. Try it yourself and adjust the angle manually (no need programming).

hey @lazybitgames , I want to do some sequences with the car, the sequence recorder seems to work but I don’t know, what is the best method to do cinematics with the cars running?

update : When I use the sequence recorder and finish recording, the car moves fine in the viewport, but when I render the video the car (mesh) doesn’t show up and doesn’t even move

sorry never used sequencer before and no idea why that happens, maybe some other people can help.

Hi. Engine version 5.1
Terrible jumps in convex tracing and landscape.
Is it possible to fix this?

we’ve mentioned this issue if you check the latest changelog.

we suspect that it is a bug in chaos, no solution yet.

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Has this bug been added to the bug tracking system?

How do I set the rotation and torque of the wheel from the blueprint? Set speed adds rotation but torque is zero

In general, the task is to implement just such a two-wheeled vehicle such as a segway. I need the ability to spin the wheels individually right from the blueprint.

setSpeed is not meant to be used for such action, the way to drive the wheels is to apply torque via differentials.

your task can not be physically simulated with fgear unless you make the necessary changes to code.

what I would do is to come up with a way to fake it somehow.

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5.1.1 - Just a quick note (not that I expected anything less), Fgear plugin compiles up fine.

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In multiplayer, I have a similar issue with stock FGear assets:
Place 100 stock FGear BP like the Arcade car in a row, side by side.
Possess the first car and start driving towards the end of the row (that you can see)
Try to park at the end of the row. You’ll hit some thing invisible.
Try to park slightly further at the end of the row… same thing.
Un-Possess vehicle. All of a sudden you can see that you were actually hitting other vehicles that just refuse to pop into view.

Doesn’t happen in single player.
Also car to car interaction is MUCH better in single player than in multiplayer. In multiplayer cars don’t really want to interact.

We also ran into a problem, where we “sleep” vehicles not in use by disabling physics and tick, and enabling them when possessed. This causes you not being able to move in multiplayer and the log getting spammed. I fixed this by modifying FGearReplication.cpp:
From:
mVehicle->SetActorLocationAndRotation(pos, rot, false, nullptr, ETeleportType::None);
To:
mVehicle->SetActorLocationAndRotation(pos, rot, false, nullptr, ETeleportType::TeleportPhysics);

Hello @lazybitgames




I’m working on a respawn system, I need it for car selection so I need to delete the car and respawn again but when that happens it works fine and out of nowhere when I keep respawning the car I get a crash report, here I leave the screenshots and a video

I have a problem with skidding. When my car is in a curve and is skidding, when it finishes skidding it makes a movement against the curve to straighten out. This means that you can almost never make a perfect curve. I have turned all arcade aids on and off and still have the same problem. Sorry for my bad English. (and my horrible drawing hehe)

@lazybitgames or anyone with more experience. How can I use two skeletal meshes in Fgear? Geta collision channels would you recommend? I want the fgear skeleton to handle vehicle movements but I want a second skeleton to handle deformations Ala city sample vehicles. It sort works atm with a physics constraint but I can’t seem to figure out the collisions between both skeletons so my vehicle just bugs out and spins into infinity. Any suggestions would be appreciated

I guess It would be much better if the issues posted contain details like Ue5 or Ue4 (or even better, the version eg UE4.27.2). The underlying physics engines are different.