FGear Vehicle Physics (v1.4)

image
Yes its z up, please help me fast
Give me your discord lets talk there, i really have to sort this out asap.

if you send your vehicle model via mail we can take a look, pictures do not tell much.

HI, I’m new to FGear, but have largely got it working. However, using UE 5.1 and placing the provided vehicle assets on any kind of landscape (including completely flat) has the vehicle bouncing around on the spot & is unusable. I’m assuming this is a known issue? Is there a work-around, different settings I should use or a bug-fix inbound? It works as expected on non-landscape primitives. Cheers.

Hi William,

Welcome to the fun!
Check the vehicle BP and the “Trace” and ensure that it isn’t on Convex, i believe there is still a 5.1 issue with this which the dev team are aware of. Change it to Line and test.

HI, Many thanks - that change worked! You just saved me a bunch of time.

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No worries at all!

Hi @lazybitgames
Set
I’m using another controller plugin which is compatible with many things and gives FFB but the problem is that your controller system is based differently from unreal, here I saw this function called “set inputs” but it doesn’t work for nothing, is there any way to get the axis floats of the controls? thank you.

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Crazy I was just about to ask this @lazybitgames @Last_Coin_Games. Manually setting those values doesn’t change the vehicle motion. How can we assign an external controller to manage vehicle input?

check MobileInput sample, specifically take a look at MobileUI widget BP.

I tried it as used in the mobile input map. First disabling standard input using “set read input” node on construction script and even begin play. Nothing. Applied set input values on event tick in the vehicle BP but still no movement.

there are 2 ways to inject input and both works.

1-Inject inputs to standard input, this is the one used in Mobile sample:

  • Disable input reading : StandardInput.SetReadInputs(false)
  • Provide inputs : StandardInput.SetInputs

2-Inject inputs directly to vehicle components, this is used in auto drive component:

  • Engine.SetThrottle
  • Transmission.SetThrottleState (1 for forward axis, -1 for backward axis, else 0)
  • Vehicle.SetBraking
  • Vehicle.SetSteering

the first approach has the advantage of benefiting from the filters/assists of the standard input component like dead zones/steering sensitivity curve/steering assist etc.

if it doesn’t work you must be doing sth. wrong, double check everything, we’ve done this multiple times before and there are no known issues.

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Well, from what I saw, I did it as the first step says and it doesn’t work, the car doesn’t move, I was looking at the bp of the mobile and I didn’t see anything that I was missing @lazybitgames


don’t test on the sandbox map. Each time a vehicle is selected, the “setup input” function is triggered. This may block your input.
You can test the bp I shared above on an empty map.

Who has demos with this plugin? Was it possible to configure normally? I would like to test, play.

You can play the multiplayer demo. Also you can play as singleplayer.

I played it. Unfortunately, I didn’t like the behavior of the cars, I wonder if it can be configured better :confused:
From the point of view of an ordinary player, this is not playable

@DFKETGS2, I got it to work by using a custom event and using an external actor to do a line trace to the vehicle and set the input on hit. @lazybitgames, I couldn’t get it to work while the vehicle was in possession. I guess that was by design.

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@lazybitgames, I asked earlier. Is there a way to have an additional skeletal mesh component without it affecting Fgear physics simulations? Sort of like the Fgear static mesh component for collision. My base skeletal mesh is like that used in the city sample vehicles (one skinned tri with unweighted bones for wheels).

I see, I do need to have possession of the car to use it.

that’s wrong, you don’t need possession for input injection.