I get my reverse gear this way, you can then add whatever function you want to it, this will also work with the = Value to any other gear.
Hope this helps.
I get my reverse gear this way, you can then add whatever function you want to it, this will also work with the = Value to any other gear.
Hope this helps.
Hi Yunus, I’ve had Convex enabled for sometime now in my project with barely any issues but today I had some collision issues in my map and enabled collisions to see what was going on. This is 5.1 & 5.2 I’ve been working with and both the same.
I noticed the Convex wheels are showing is a very strange place? any ideas what is causing this, as the driving of the vehicle and everything else seems fine.?
Just for clarity this is my rigged setup.
don’t worry about it, it’s where it’s supposed to be
Ah really? how strange lol
@lazybitgames please in the next update expose the wheel bones to the event graph so we can get and set the wheel bones at runtime. Thanks for your work and support.
for me it really did not do it.
but yea idk.
@lazybitgames SO while Fgear compiles fine in 5.2, it might be broken as the wheels are not tracing against geometry. I attached a video please take a look
when I said it compiled fine I didn’t mean just compiled, I’ve tested the sample project and everything seems to be just the same as 5.1, if you have issues like no trace hits that should be about your setup.
try to use line trace or sphere, but before doing that, there is a setting in the tracing settings. trace complex tick that.
It works now. The issue was with my migrated pawn
Hello @lazybitgames a possible setup recommendation for a simcade sensation like project cars 3?
A little WIP trying to convert marketplace truck to Fgear. Trying to implement a trailer feature. Looking forward to full 5.2 support and any added updates.
Hi,
I have this 100% crash with a very basic setup (empty map and sedan BP setup according to the quickstart video)
use substepping to avoid that, it’ll be fixed with the upcoming update.
Any idea if this is due FGear or a 5.2 bug?
It happens only on FGear cars. In 5.1 is fine but in 5.2, if you set TAA, EPIC or CInematic, you get cars with poor AA. But same car as static mesh (turquoise car above) have correct AA.
Due im using 5.1 on a 5.2 dont know, if is due FGEAR 5.1 plugin have some issue on 5.2 regardin AA or is a UE bug?
And for some reason if i deactivate substepping, TAA works fine in all modes: Low/Medium/High/Epic/Cinematic, but cars behaviour is not the same.
In DefaultEngine.ini : bSubstepping=True. True TAA=BAD on Epic/Cinematic. with false, TAA works fine. Same if changing on project settings.
Maybe is due the bug about substepping in previous posts that will be fixed in 5.2?
In 5.1 it my case i have that bug either, in 4.27 it was fine, i guess it is UE’s AA bug
vehicles have small vibrations as a result of the simulation so if the AA system can not handle that then you need to find a workaround.
But why with Low/Medium/High AA is fine, but not in Epic/CInematic? Or why disabling substepping AA is fine on Epic/Cinematic? Also as said this problem is only on 5.2 afaik.
Btw, atm using AA on High instead of Epic that seems to give same results a Epic in previous versions so no much problem.