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.
Itās 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, Iām 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.
i need to see a gif or a video to understand the 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?
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,
Iām working on your problem. I have tried to take a sequence record on unrealās default vehicle. I saw the same problem. The animation is recorded but not played. Can you let me know how did you record with unrealās 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 (unrealās default vehicle).
Hi, for the wheel rotation of unreal template, you can follow these steps after record, then the wheel would be fine. but I did the same thing for fGear, which doesnt work.
- Manuelly swith off āSimulate Physicsā, I`m using VH_Buggy from Vehicle Game as a reference.
 
Thank you for information.
The wheels are rotating with fgear vehicle if i turn off simulate physics as your described.What difference does it make between the two vehicle system by your project?
Some things are not recorded such as skidmarks. I will keep trying and let you know if there is improvement.
great work man 
 exactly what I was looking for
Hi, the problem is, even if I switched off the simulation option, for FGEAR vehicle, the wheel steering and rotation still doesnt work. I followed the quick start tutorial on Youtube to set up the basic sedan. I`m using UE 4.23.
Hi
Can you watch this video to see difference. Some options could not seen about my video recorder (Iam using default win10 recorder).
edit: added second video to easily see wheels rotating
So now it`s very interesting, I tested some cars in the template, for Sedan_BP(also the drift version) it works, but for the Truck and 4WD/FWD it doesnt work. But 4WD is very important for me, could you have a look what cause the problem.

