5.1.1 - Just a quick note (not that I expected anything less), Fgear plugin compiles up fine.
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. Youâll 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.
Doesnât happen in single player.
Also car to car interaction is MUCH better in single player than in multiplayer. In multiplayer cars donât really want to interact.
We also ran into a problem, where we âsleepâ 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
Iâm 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 canât 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.
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? Wouldnât 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 wasnât 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 canât 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 âFgear animinstanceâ and just copy the code from one of the animbps in the Fgear example
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.
- In Chaos I took the Vehicle Movement Component for some functionality, what should I take instead?
- 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 doesnât work
hi could you show the full speedometer bundle?
I think this has been discussed in the posts above.