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)
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:
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.
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)
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.
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
@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.