FGear Vehicle Physics (v1.4)

I was in v1.6, skipped 1.6.1, and trying 1.6.2, is possible in one of this two, some update changed the physics or how the car moves/react in some way?

1.6.2 includes more changes about the physics but they’re not direct changes to implementation but changes of chaos usage.

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I am still using the Physx version - any changes that I can cherry pick? Bug fixes, stability, features?
Thanks.

1-Engine power calculation wasn’t taking friction torque into account, this is fixed now.
2-Added ability to set bone name of wheels.
3-Convex casting meshes no longer generate overlap events with the world.
4-Wheel.setRadius function is updated to work with convex casting.
5-Cleared all deprecated warnings.

these are the ones that are effecting the Unreal4 version, none of them is critical but I recommend you get the 3rd one, other ones are depending on your needs.

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@lazybitgames been checking out the unity Fgear web demo. It’s pretty nice. Is the trailer in that demo an Fgear vehicle without the front axle? Was there any change in the mass of the trailer or did you just make the torque of the truck higher?

yes the trailer is an fgear vehicle, front wheels are disabled. I don’t remember doing anything special, just connected the vehicles together with a constraint.

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I’ve worked on async fixed timestep physics and it’s an advanced feature which is said to be experimental. this on the other hand I’ve never used before, will definitely check it, thanks.

Due somebody (@DFKETGS2 ) asked in a previous message about collision when placing multiple objects, i tested and this new checkbox on 5.2 in the physcis tab works perfectly.

Is called “Smooth Edge Collisions” in the advanded category.

Hi Davit, I take it this is on the Physics Asset collision?.

What if you are using fgearcustom collision?

I just checked and that feature is also there, in the FGearCustomCollision component.

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Indeed it does

I have version 5.02, check the box but sometimes the car is still shot when it collides, that is, its collision reaction is terrible sometimes, can you pass all the configuration of your physics asset?

Be sure the problem is the collision with the vehicle collider and not wheels.

I mean, i have problems with that too, but with objects that the wheels are not supposed to drive-collide add an exention. In my case i added for small objects like cones other stuff, because if the wheel touches in a bad way, well…

So to be sure is the vehicle collider, make it bigger, extent into the Y axis a lot to be sure if you collide into a barrier the wheels not will touch.

With that and the smooth collision edges , problems gone. Btw, also depends in the barrier line, how much difference between the seams. Because no matter all that if all barriers are in a line at X=1000 position for example, if one is at 1001 or 999 there are chances to collide.

Another thing is the physical material on that barriers. I have set bounciness to 0 and friction to 0.2. You can set all to 0 first to discard all possible. If still is doing that no idea, your best solution will be using a spline, that i whink is the best way or create a custom collider for barriers when track is finished.

@lazybitgames Will be possible to upload a FGear example project but for 5.2?

Cant get the packaging working on my game in 5.2. It compiles all ok. But when i try to run the .exe nothing happens.

I tried with the FGearExample in the marketplace store, switch to unreal 5.2, tried the packaging and same. So, there is something im doing wrong or last version has some bug Âż?

Tried other projects and compiles/packagin fine and .exe runs. But anything with FGear in 5.2 nope.

I didn’t know that you had to put material physics for collisions, that’s right, I made a spline to put a simpler collision and thus not have a lot of extra collisions with the models, I’ll try with 5.2 soon

The same thing happened to me, what I did was copy the “content” and config folder, in an empty project and it worked

I think i can confirm FGear is the problem.

Blank project = Compiles/packaging works.

Same but just enabling the FGear and the packaging not works.

On enable it changes the Win64 folder from Engine-Binaries-Win64 to “Projectname”-Binaries-Win64 after packaging. Is the unique difference i can find compared to the blank project without FGear.

Another difference when enabling FGear. With FGear OFF, in Win64 folder, there is “UnrealGame.exe” and “UnrealGame.pbd”. WIth FGear enabled, that Win64 files, are named: “MyProject.exe” and “MyProject.pbd” . Same name as the project name created.

No idea why enable a FGear plugin changes the packaging structure Âż?

Tried a package of my game also after reading this, same for me when I run the *.exe nothing at all.

@Davit_Masia have you found any fix for this?

@lazybitgames is this something you are aware of? curious as about to package something up for friends to test but unable to at the moment due to this issue.

Hello you mean “I have set bounciness to 0 and friction to 0.2.” where its the parameter “Bounciness”?

Here:


Also enable override and set “Restitution Combine Mode” to “Min”