FGear Vehicle Physics (v1.4)

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 ¿?

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 ¿?

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”

Thanks! , im now testing in 5.2

@Davit_Masia

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, we’re looking for the cause and the solution.

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Also just realized “Inertia conditioning” 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, I’m trying to export the project in 5.1 with Fgear plugin but it doesn’t 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.

we’ve discovered the cause behind the packaging problem, we’ll do some more testing and will release a fix soon.

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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 you’re 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 he’s trick is. How you do?