FGear Vehicle Physics (v1.4)

done , i send you a mail.

I want to clarify that this error occurs after the transport is removed from the world

Hello, hope all is well. Is there any ETA on the release of the 5.1 update?

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Is possible make atleast something what will allow to keep all fgear blueprint functions, but use default UE5.1 car system? Now I cannot work at my project anymore, because fgear plugin is missing.

Try to be patient, Yunus has always delivered as promised :slight_smile: - Good things to come those who wait!

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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

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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 Iā€™ll download and get goingā€¦ also report back any issues I may come across.

Thank You!

Updateā€¦ well I didnt have to wait long :slight_smile:

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Can this edit change the driving behaviour in some way?

nope.

@lazybitgames

Hi Yunus, I think we have a bit of an issue or Iā€™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 Iā€™m a little lost trawling through each category as seen in the image Iā€™ve attached.

I also noticed that the sportscar the sound wav doesnā€™t increase or decrease with rpm, just a single tone

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

we didnā€™t change anything interface related but here we areā€¦

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. Iā€™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 courseā€¦

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Top Man as always, downloading now and will recompile my source build and report back :slight_smile: which Iā€™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)ā€¦

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.