your bone orientations are incorrect and make sure you remove colliders from the wheels.
It worked! Thanks for the reply!
Having another odd issue. For some reason, my throttle is only going to half input at maximum, while my brake is going to full input at maximum. I double checked all my inputs and sensitivities, and theyâre all identical to the example project.
Check the âTorque Shareâ on Front and Rear axle.
if you enable telemetry for the standard input, it can give you some ideas.
also check input axis scales in unreal settings.
The unique thing changed in the last version from previous is the Binaries folder to fix the build issue?
there are code changes too.
- Collision meshes in âFGearAssets/VehicleModelsâ are set to âUse Simple as Complexâ
- Removed âOverrideTraceFlagâ option from custom collision (crashes in packaged build, user has to manually set collision complexity for custom collision meshes)
- We used to query substep setting at compile time which caused issues during packaging
is the burnouts possible and engine rev?
@lazybitgames or anyone with similar issues. I cant for the life of me get my Fgear vehicle in 5.2 to read the brake input. I have it set to use combined axis but the vehicle doesnt read the input.
Weird bug. but I rectified it by changing the parent class to actor then back to FGear vehicle.
unreal does strange things sometimesâŚ
Why is my touch system not working? Iâm using FGearExample
Do you mean mobile touch or wheel touch the ground? Please describe your issue in detail.
Hi guys, how did you got FGearExample working on 5.2.
mine gets some errors and says fgear plugin is missing. Where should i take and put the fgear plugin. ( idon´t know where to search)
Im kinda new with this this so be chill with me lol.
Go to your plug-ins folder for UE(usually epic games->unreal engine->plugins->marketplace->Fgear or something like that), copy the fgear plugin and make a plug-in folder with the same directory in the sample project.
@lazybitgames. Is there a way to stop simulation or disable tick on the Fgear vehicle pawn? Or essentially put it to sleep? Iâm trying to put vehicles that are not within a particular radius of the player pawn to sleep or stop ticking on the map.
there is no built in function but I think you can do it from BP.
to sleep:
1-put body to sleep
2-disable gravity
3-deactivate wheels
to wake:
1-wake the body
2-enable gravity
3-reactivate wheels
Hello @lazybitgames Hello, the physics are quite good, but in drift mode it seems that this does not work well at all, I watch videos of assetto corsa drift and they can make it so that the 2nd gear can continue reaching the red point of the tachometer even from the 3rd gear, not with cars high hp, how can I achieve that? Because when I use a car without traction control, this only works well in 1st gear, in 2nd gear it already starts to lose power despite not having traction control activated.
Lower your gear ratio. change slip angles etc⌠It all can be done(i did it that way).
It´s all trial and error
Has anyone made a custom Audio for fgear car?
I mean without using that fgearSFX.
If so can anyone help me.PM or answer here
Connecting metasound with fgear car, anyone?