Hey Yunus, I guess we don’t need to ask if your working on 5.2 as I presume you are already… soon as my source build is downloaded and setup I’ll see if this compiles up anyway and let you know.
Thanks as always
Hey Yunus, I guess we don’t need to ask if your working on 5.2 as I presume you are already… soon as my source build is downloaded and setup I’ll see if this compiles up anyway and let you know.
Thanks as always
How i can export config to json?
In the vehicle BP you will see a “Save/Load” section, you can Save>Json from this.
Two things I can think of would be setting a material physMat up for the specifics you want, also check the sticky tires option in the VehicleBP
Hello. Faced the problem of steering wheel animation, there are many tutorials on YouTube how to do it but they all work through ChaosVehicles and I can’t find an alternative. Does anyone have an example of how to do this, preferably a screenshot of the drawing))
Remove sequnce. connect update function output to cast function input.
Also the “transform bone” node gives a warning. I dont know why perhaps target bone is not selected.
this is the main problem, I know for sure that the bone is placed correctly, that the bone is assigned, but for some reason it shows a warning
Transform (Modify) Bone - Bone: Rudder1 - No components to modify selected. Either Rotation, Translation, or Scale should be set to something other than Ignore
Try “add to existing” or experiment with it. The anim graph and animBP is part of the basic engine not Fgear.
ive got a 5.2 working version although i havent worked on new features.
i fixed the convex hull tracing tho to work with landscapes
Did this compile up from 5.1 release of Fgear or did you have to make any changes to the c++
wrote before about the problem with the steering wheel of the car, the problem is solved, I share the finished drawing
had to change a couple of stuff but i dont really remember what i changed,
Also i made custom changes to the sfx system, where you can change vehicle sound and how it behaves.
it should not compile from 5.1 to 5.2 and work out of the box.
but you could atleast try.
if you need help you can message me on discord:
Drizzyyy#5526
hello @lazybitgames substepping does not seem to work, when it is at low fps, it is very noticeable that the car accelerates less, when it is at 60 fps it runs very well, but when it is at low fps it is noticeable that it does not go at the same speed, in fact it accelerates slower , any solution?
substepping is not a silver bullet, it has its limits. for ex. when substep dt is 0.01 and max substep is 5 then 0.01x5=0.05 → that means the game will slow down below 20 fps. you should maybe define a minumum playable framerate for your game and then configure it accordingly.
5.2 compiles right away without any issues.
also convex cast against landscape bug is gone in 5.2 without any change.
anyway a maintenance update will be released(probably next month) to address some known problems.
Hi Yunus,
Indeed it does, compiled mine up over the weekend also, noticed a few warnings etc. in the .vs logs but all works ok, would you be clearing up those warnings also when you push the next update?.
I’m still yet to test out the landscape and convex again…