FGear Vehicle Physics (v1.4)

Hi there,
There were some questions with the integration of the vehicle in Unreal 5’s template. So I will briefly explain it here.

  1. Edit physics asset of the vehicle and remove all collisions then add a box to root. Set Pyhsics type as “simulated”

  2. Set bone names to bone names for each wheel.
    Phys_Wheel_FL,Phys_Wheel_FR,Phys_Wheel_BL,Phys_Wheel_BR

  3. Create animbp like Sedan_AnimBP (dir: /Game/FGearAssets/AnimationBP/Sedan_AnimBP.Sedan_AnimBP’)

Also you can find my test files attached. Extract and copy “Vehicles” folder to “fgearunreal\Content”. Thats it. (Note: Unreal version 5.2.1)
Vehicles.rar (8.0 MB)

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Hi! kind of new user here,

Im triying to figure out how to detect if the car is jumping (not touching the ground) there are some functions for this in unreal for chaos vehicles and characters, but they doesnt seem to work with the fgear vehicle. I found the “get detect ground” and “set detect ground” related to fgear but they dont seem to work in the way that i expected (or maybe there is a setup needed that i dont know of)

this example in the vehicle blueprint keeps printing ground forever:

iterate over the wheels and check if any of them is touching the ground with the Wheel.hasContact function.

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Thanks very much, it worked great! is there any function/node reference page/document for fgear?

there is a link at the end of the Overview.pdf for an api reference file but it might be a bit out of date, I would just read the headers…

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Hello @lazybitgames , I activate the “Sticky tire max speed” and the car slides little by little to the side, it slides very slowly but it is noticeable, when I deactivate it the car cannot brake completely, I have activated the “FgearTireMF61” tire

sticky tire is not a toggle, for ex. when you set it to 5 then it is activated when you go slower then 5kmh. if it is a small number it might be difficult to activate it. so what’s your sticky tire max speed? if you’re certain you meet the criteria but still fail then send your vehicle save via mail.

tire model has no effect on sticky tire mode.

Hi all,

New dev here, I probably am doing something super basic wrong but when I try to import my model, this is the closest I can get to movement of any kind. Inputs aren’t really reading and my wheels are all out of whack. I’m not sure if my issue is an Import issue or something with FGear, but could anyone possibly assist? Thank you!

Quick GIF to show what’s going on: Imgur: The magic of the Internet (idk why there’s an age gate warning on it but I swear it’s just an Audi with some bugged out wheels)

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 they’re all identical to the example project.

Check the “Torque Share” 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 “FGearAssets/VehicleModels” are set to “Use Simple as Complex”
  • Removed “OverrideTraceFlag” 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 sometimes…

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Why is my touch system not working? I’m using FGearExample