Thanks! , im now testing in 5.2
Just did a direct comparison like you did as still failing to launch
@lazybitgames would be good to get a resolve on this and your thoughts? very strange for just a plugin to affect packaging structure as Davit mentioned, also dropped you an email incase you had not seen the forum postings.
afaik it is a problem that happens with other plugins too, weāre looking for the cause and the solution.
Also just realized āInertia conditioningā makes the car collides even with all the rest activated. It needs to be disabled on cars, to avoid that collision bug agains mesh objects placed in a line.
@lazybitgames Hi, Iām trying to export the project in 5.1 with Fgear plugin but it doesnāt open it. Any solution?
Go to your default engine plug-ins folder and copy the Fgear plugin. Then make a similar directory in the 5.1 folder for pasting
@lazybitgames Hi, Adjusting wheel bone offsets at runtime: is it possible at all?
there is a parameter called rim offset for lateral offsets, that should work at runtime.
weāve discovered the cause behind the packaging problem, weāll do some more testing and will release a fix soon.
But thats the physical wheel and for Y axis. Im talking about the bones, for the static mesh.
The actual problem is that im trying to update the zOffset of the bones, but your code runs faster, then things looks wrong.
Seems one way is via AnimBP, but facing some weird issues.
If not possible, i guess will need to find another workaround.
If the bones are attached to the FGEAR bones then you should be able to offset them via fgear otherwise what youāre doing is the best way so far. In my vehicles. I have different wheels meshes and I have to offset the caliper and disc to fit the wheel. I use the animbp for that.
@gurusaint Hey! We tried the bone transform node but yesterday we saw that it only works if the value is hard coded, if it comes from a variable then its broken⦠I wonder what heās trick is. How you do?
My vehicles are rigged with 4 bones per wheel. 1 bone for the Fgear wheel. One for the caliper, one for the disc, one as a socket for the wheel static mesh. The 3 bones look at the Fgear wheel for transform info. Control rig is used for the disc and caliper constraint (caliper rotation constrained to rotation of z axis of Fgear wheel, location is to location of Fgear wheel). Iām doing this because the I have different wheel static meshes with different offsets and concavity. So I can reposition the disc and caliper based on the offset of the wheel.
Also the value doesnāt have to be hardcoded. You can do a linetrace between the meshes to set the offset automatically.
Hey. Iām testing the plugin with the logitech g29 steering wheel, however, when put in manual mode, it does not recognize the clutch as a prerequisite for changing gears. They go in even if you donāt use the clutch. When you squeeze the clutch, it goes into normal neutral, but it doesnāt interfere with gear changes. Is this a bug? will it be fixed? Or is it something Iām missing?
check auto clutch option, make sure it is false. the gear is only changed when clutch state is lower then 1 which means even a small press will let you change gears(you can even change gears without pressing the clutch in real life). also you can activate telemetry view and observe the clutch value to make sure your input is correct.
@lazybitgames The FGearCustomCollision(FGCC) seems have the event hits broken in 5.2. I have some sparks effects that works on 4.27 but not in 5.2. With collisions on PhysicAssets they are triggered, but not on FGCC in 5.2.
custom collision is a regular static mesh component, we also had some issues with it and added a couple of lines to get rid of them, you can take a look at UFGearCustomCollision::BeginPlay function. may be the collision channel is not properly configured or youāre also experiencing the same issues that we had seen.
You right, i tried using a StaticMesh component and same, it not generate hit events like in 4.27. So, wonder if is a UE bug, or it changed in 5.x and some option needs to be enabled/disabled Āæ?.
I think i tried all combinations from that two params and none seems to work.
Edit: FIXED, on collision inside physicAssets, check: Simulation generates Hit events. NO idea if on 4.27 had off and now needs on, or had on and after port for some reason got disabled Āæ?.
Edit2: Well, seems in 5.x it needs to be enabled to work, no idea why. In 4.27 was unchecked but still worked.
binaries for v1.6.2 are updated, the packaging problem should be gone now.
we were automatically updating collision complexity of custom collision component in order to fix an issue with chaos, from now on if you want to use it make sure the collision complexity of collision mesh is set to āUse Simple Collision as Complexā.
Hi, Iāve installed the new version of the plugin. The project with the plugin gets export correctly without errors, but then i cant play the project. What can i do?