FGear Vehicle Physics (v1.4)

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

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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.


I have one easy question. I want to make my car’s headlight turn on when in reverse gear. I made this blueprint but the reversing light comes on in first gear and when I shift to reverse it goes out. How do I fix this?

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…

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.

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@lazybitgames,

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 :slight_smile:

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

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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.

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Hi,
I have this 100% crash with a very basic setup (empty map and sedan BP setup according to the quickstart video)


Seems that the GetPhysicsThreadAPI causes issue with 5.2. Is this known ?
I reworked it a bit recompiled and get it to run using GetGameThreadAPI, but the resulted behaviour seems odd.
Thanks

use substepping to avoid that, it’ll be fixed with the upcoming update.