FGear Vehicle Physics (v1.4)

Hello @DFKETGS2
I think substep is off. We recommend substepping with fgear for better stabilization when low frame rates. We have seen the problem and you can be sure we will fix it in the next update.

@gurusaint
Can you give some more details? you will use two skeletons and one of them will be deformation correct? Wouldn’t the images be mixed in this case? If you send a screenshot in your project I would love to help further.

@XESC
The car slips while cornering to the right and you move it in the opposite direction to recover. but this time it turns all the way around, right? In fact, if you can take a video, it will be much more understandable.
Have you checked the drift car settings (Sportscar_BP)

The image wasn’t mine. But essentially, I want to use the physics bodies of bones in the vehicle mesh to move the child bones. I was able to achieve it but adding physics assets to be parts to be interacted with (bumper doors etc). However, I was wondering if I could use a different skeleton and physics assess than the one used for Fgear mesh.

I am having difficulty applying Fgear physical material to my landscape. After I attach it to the material, the telemetry UI still shows the default contact friction.

When I try to drive in a straight line, the vehicle starts to veer left even without input. I have tried arcade assists and tried messing around with the lateral forces and friction to no avail. pls halp.

Fgear Handling - YouTube. In the video, left turns are exaggerated because of (3) and it is also difficult to keep the vehicle grounded. I attached a json file.
fgear_vehicle04.json (6.9 KB) item

Figured it out. In case anyone has the same issues. Mess around with the toe angle and the longitudinal (y) force.

Hello. I bought this physics for 5.1 but I can’t figure out how to make an anim BP. Could someone help? Can you have step by step tutorial for anim BP

Make an animbp from class “Fgear animinstance” and just copy the code from one of the animbps in the Fgear example

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Thanks a lot. the next problem looks like this. how to deal with it? And even when starting the car, it first throws somewhere

Apparently the bone axes are wrong.
Review the bones in the previous post:

@lazybitgames everything quietly turns out but there are a couple of questions.

  1. In Chaos I took the Vehicle Movement Component for some functionality, what should I take instead?
  2. Can I somehow see the car settings RVD and AVD in your lemo versions, specifically I need wheel settings (Tire, Wheel, Suspension)

If i need to add speedometer i cast to ChaosWheeledVehiclesMovementComponent then add AddToViewport. How do i call these commands in FGear? this is what I got but it doesn’t work

hi could you show the full speedometer bundle?

I think this has been discussed in the posts above.

yes I saw. The problem is that I still haven’t found a solution. I can’t figure out what I should take instead ChaosVehicleMovementComponent. I need a solution not only for the speedometer but also for other functions
P.S. Do you know what could be the problem? Added engine sound but only high revs are played

You cannot use Chaosvehiclemovement component for Fgear. If you want to cast to Fgearvehicle, use “get pawn controller” as the object. Have a look at the modification map in the demo project and see how Fgear variables are conveyed to the UI. FYI, anything that runs constantly like sound, speedometer and current gear will be off event tick.

Within your vehicle blueprint, there are nodes like below:-
image


Tires are clipping idk why, tho tank is moving


Why is the line trace up?

How’s your bone orientation on the skeletal mesh? Make sure it’s z up.