I looked through the new documentation and didn’t see an option to disable auto-reverse. Was that included in this update? Thanks!
look closer
check CoreModule.pdf -> Transmission Settings
lol! I blame it on not having coffee before I read it. Thanks so much for this update!
i do not have deep knowledge about unreals character controller but it seems that you can disable pushing objects by modifying some parameters, check the image below, try setting initial push factor and push factor to zero.
Unfortunately none of those settings seems to have an effect on the physics interaction between the character and the vehicle. I also went through the source of the CharMoveComp to find any hints of where the push force occurs.
It’s really strange, it looks like no setting in the engine influences the said behavior.
Is it possible to make a bike with this plugin? cheers
yes, i have also tried myself and you can not completely avoid pushing the vehicle and you can not be pushed by the vehicle in any way.
i read in a forum post that you can attach a kinematic collider to the vehicle that only collides with the character or attach a collider to the character that only collides with the vehicles to prevent physical interaction but not sure if it will work.
you can only fake it, put the left right wheels at the same location or disable one of them and then you need external forces to keep it upright.
bikes have different dynamics and fgear has no direct support for them.
there is a fake bike sample in the unity version, you can check this webgl demo : FGearSandBoxDemo by tasadar
Hi, I’m using Sequencer Recorder to create animation, but only the movement works, the steering and wheel rotation can not be recorded. For Unreal`s default vehicle blueprint, sequencer recorder works.
thanks for the feedback, we will check it.
v1.1 is available now
CHANGELOG
- Network replication
- Suspension improvements including hard contact option
- Auto reverse option for transmission
- Sample backfire implementation for FGearEffects component
- Runtime modification map for example project
- Enter/exit vehicle map for example project
- Stress test map for example project
- Multiplayer map for example project
- Two additional sample setups for the sandbox map
- Minor improvements and bug fixes
Additional Notes:
-For network replication we tried to use regular pawn replication and tried to make it work along with physics. We only send/receive user input in addition to pawn replication so the effects are triggered like a local game which makes things easier. Depending on your feedback(if it is problematic) we may rewrite our current approach in the future releases.
-About the multiplayer map you can set player count and test directly or tick dedicated server option and pick the server and join by entering ip address.
-You can set the vehicle mass, center of mass offset and inertia scale at runtime with this version.
-You can assign a new torque curve to the engine at runtime with this version.
-You can get max engine power(kw) and max power rpm with this version.
-You can get max speed for each gear with this version.
Hi! I’m researching your plugin and found something . When the car is on the descent ( without handbrake) begins to move sideways . Can this be fixed ?
i need to see a gif or a video to understand the problem.
- YouTube - Video FGear Problem
i see, that is an inherent problem of pacejka tire model, to solve it usually people use an alternate tire model at very low speeds.
i did not bother to solve it since nobody has complained about it yet
i will put it in my todo list, thanks for the feedback.
what kind of animation are you working on?
i have just created a simple camera animation to test and it seems fine to me.
are you trying to record sth. like a replay?
Hi! I don’t quite understand your answer. Can you explain in more detail ? :)
tire models define the friction force generated by the tire and pacejka is the tire model we use. pacejka requires slip ratio(velocity difference between tire and ground) and slip angle(angle difference between tire heading and actual travel) inputs. when these values get close to zero pacejka formulas result also get close to zero, check the graph below. in reality tire force is never zero but pacejka does not handle that scenario. so to solve such cases we can use a different formula or change the way we calculate its inputs so that tires can generate forces when the slip ratio/angle is too small. there are tons of articles available about pacejka formula on the internet, check them if you are interested in details.
Hi,
I’m working on your problem. I have tried to take a sequence record on unreal’s default vehicle. I saw the same problem. The animation is recorded but not played. Can you let me know how did you record with unreal’s vehicle system(I mean sequence record settings).
I watched a several video from youtube about sequence recorder. Some guys talk about that issue in comments.
Also you can see the image below about my test (unreal’s default vehicle).