support for unreal4/5 continues, 5.3 support is planned to be available this month, no new features and/or products are planned at this time.
5.3 support is available.
should be fixed now.
Is it possible to play montages or animate things like car doors with the Fgear animinstance? I have been trying for the past couple of days and no bone is been updated besides the ones connected to the wheels or from the fgear module like the steering.
If you have animations for Unreal’s sedan vehicle, could you please provide them to us? This will allow us to test it more easily. Additionally, could you explain how you did it? It should work without any issues.
@Last_Coin_Games @lazybitgames Is it possible to stop the car’s physics? That is to say, stop ticking to save performance, this is to achieve a way to purchase cars without having to do other actors, thank you.
I have had no success yet. I am using a timeline to drive an alpha into the anim BP to transform the door bones
2023-10-29 13-38-10.mkv (18.5 MB)
As you can see in the video, it doesnt not work
I even tried using a control rig to make door opening animations and it does not work in the fgear vehicle actor with a fgear anim instance attached to the skeletal mesh. The animations play in a simple actor with a regular anim instance.
You actually want to do a simple thing. Where did you print the alpha value? Is it inside the AnimBP? It’s important to print it in the AnimBP because you need to ensure that the variable’s value is correct. Was the Transform Bone node configured correctly? Does the door open when you change the values in the Transform Bone node while in the editor? Are you sure the Transform Bone node is correctly configured? Did you use “Add to Existing”? Did you set it to Component Space? Connect the alpha value directly to the node’s alphas and set the rotation Z to 90.
Check the things I wrote above, and if it still doesn’t work, send me a screenshot of the Transform node properties so that I can see them.
What exactly do you want to stop? Where are you going to use it? Can you give some more information?
FGear has sufficient performance.
The alpha is printing from the animBP. I am using add to existing and component space. Interestingly, I tried a test animation for the sedan and it works. My steering animation also works. However, my cars are children of a parent BP that has all the logic but no mesh or animBP. Meshes and animBPs are fed through a data asset from the construction script of the parent BP. I am going to continue debugging.
Sedan_Skeleton_Sequence.FBX (120.5 KB)
I added the sedan animation. A simple animation of the FR wheels spining
there is no sleep mode yet, we’re planning to add such feature.
for the time being you can do it yourself on c++ side.
I recommend that it be in the next update, possibly many people are waiting for that function
@lazybitgames I tried making a blank project to animate doors from the animBP. NO children this time. No luck. Pre made animations play but you cannot animate a bone via the transform/modify bone. I have tried 5.03, 5.2 and 5.3. No luck. The door bone changes while in editor but not at runtime.
Tried with the regular anim instance and the set up works as intended. There might be something up with Fgear animinstance.
2023-10-29 20-00-32.mkv (5.6 MB)
For next update please let give us the ability to transform/modify bones in the skeletal hierarchy via the animBP. As at the moment, it simply does not work. I have given up for now. If someone has figured out a way to animate components please share.
“FGearAnimInstance already derives from the UAnimInstance class, so it should work in the same way. The definition of the door opening node is in the screenshot.”
- Create a variable in vehicle bp (float and public)
- Get value from vehicle bp in blueprint animation
- Set value to modify tranform bone
I saw it includes animinstance in the header but its weird it still doesn’t work. I see you are using 4.26 or <5.0. Maybe it works in that version but it simply doesn’t work for me.
2023-10-30 19-03-54.flv (4.9 MB)
Update:
I tested this workflow on a mesh with weighted verts for the doors and it works. The problem is my base skeleton doesnt have weighted verts on the door bones (for customization and swapping out static nanite meshes). It works on a regular anim instance but not fgear animinstance. super weird.
Hello.
Please help me as I am stuck trying to set up a model of the original car we built.
The vehicle is now operating properly, but the tires are not animating. They do not rotate, nor do they move in sync with the steering wheel.
What could be the cause?
Also, we are using MAYA to create our model.Is there anything we should pay attention to when creating the bones?
We are using UE 5.2.
Thanks for the support.
The wheels are controlled via the physics system from the animBP so you have to set up the vehicle as described in the documentation. Assign the wheel arduous and bones in the vehicle BP. Assign the the right animBP and it should work
@lazybitgames can you test on your end a skeletal mesh without weighted verts on the bones? The city sample vehicle base skeletal mesh can be used.