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). I’m 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 doesn’t have to be hardcoded. You can do a linetrace between the meshes to set the offset automatically.
Hey. I’m 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 don’t use the clutch. When you squeeze the clutch, it goes into normal neutral, but it doesn’t interfere with gear changes. Is this a bug? will it be fixed? Or is it something I’m 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 you’re 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 ¿?.
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 ¿?.
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 “Use Simple Collision as Complex”.
Hi, I’ve 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?
I still need to test, but be sure is the FGearPlugin. One way to do is pick the FGear example project and try to compile with the new binaries. Before not worked, but if now is fine and your project not, is because you are using some other plugin with the same problem FGear had.
For some reason the skidmark not match with the wheels. With line or Sphere works perfect. But with Convex it does weird things, like change left/right offset fast in you go in straight line ¿?.
It looks the problem is with the hit trace of the wheels. Having in mind the convex shape is a cylinder & in theory it only moves with steering, no rotation/camber/toe, no idea why this happens.
So, maybe this means the physics with the convex shape not works as they should? No idea how the trace hit in convex shape should work, or maybe with convex shape using the hit trace from wheels to set the skidmarks position is not the correct way ?.
EDIT: Well, im guessing the hit trace points in convex cylinder shape are the left-right edge, so that why the skidmark “dances” to one side or another and does weird things. So, i guess we just need to detecr when the wheel hits the ground and set the position from the wheel static mesh.
I had a similar “issue”. This is also evident in the telemetry UI. If I draw a debug sphere based on the line trace from the wheel. The sphere jumps around and even lags sometimes. I haven’t tried it yet but will a scene component attached to a customized Niagara skid particle fix this?
Not should the convex shape be in the physical wheel location? It happens in all cars, even the FWD_BP example one. Because were gonna use the wheel location for skidmarks but realize gave us a wrong location, and is the bottom of that visual convex shape. Is a bug?
Then all your cars are wrong too due they have the same problem.
The rim can change in the Y offset, but the convex shape appears in the wrong Z offset.
Also, the physical wheels with the gizmos are all correct. Is when you set tracing “convex” and set visible convex shape, it appears in the wrong Z offset. ¿? My bones,etc… are all them centered and fine same as yours, and my cars and all the ones you have in the FGearExample project, have the same issue.