Thank you.
I’ll check the documentation and Anim BP again.
Resolved.
I must have inherited a new AnimBP.
It really helped.
I am definitely a noob when it comes to particles… Maybe someone knows how to adjust the following: when using the particle effects smoke/dust from the fgear, in dark scenes they are really bright, like almost giving light in the darkness.
How to make sure these effects are not lit?
This topic is completely independent of the fgear physics library.
But I can say this: The materials of the effects in the sample project are unlit, so they are not affected by light
I understand, but my question is specifically about the particle effect included in the fgear plugin. It’s a nice smoke particle, but very light, especially noticeable in dark scenes as you can see in the screenshot.
How to make sure it’s not this light in dark scenes.? Or is that because like you say, it’s unlit and thus unaffected by light?
- Set shading model to default lit in smoke material (M_Add_Sprite_SubUV_Master)
- Break emissive connection and connect to base color
- If you want to more alpha control, you can change “color over life” in particle editor
Thanks for the help mate, will give it a try when I’m back home
@lazybitgames Hello In chaos physics it is possible to have this mode of break wheel status, in fgear does that also exist? It is to be used with a simple controller and thus activate some effects that I want, thank you.
There is similar implementation in Fgear. Just drag off the wheel options or I think Fgear wheel. Right click and search for what output you need.
Tip: you can right click in the editor, turn off context sensitive and look at the nodes available under Fgear. If you want to know the “target” for the particular node, you can promote the target to a variable to see the type
there is no similar struct in fgear, you need to query them individually.
for ex:
- Wheel->getRayHit
- Wheel->getKMHSpeed
- Wheel->getLateralSlip
Thank you, it worked correctly, now here is a problem, I was looking at a 4wd issue, the high speeds and look how they behave… the 4wd just turning at high speed loses all control, while the rwd maintains Realistically, what needs to be done to keep the 4WD as well as the RWD? the 4wd is supposed to be even more stable
they are just different cars, different setups, 4wd doesn’t necessarily mean more stable.
for instance the suv sample has a higher center of mass which makes it roll more during turns.
there are other factors too and it is a broad topic but you both need to follow real world rules and also learn the features of the plugin.
Well, maybe some suggestions to make them more stable would be a good idea.
i updated the project to 5.3 now this happens. HAHAHA
what the hell
Hi @DaFreaKongo1
Can you give more info. Can you send the screenshot of the physics asset
physics asset was fine, idk what happend here, i reverted back to my old save, so all is good. i did re rig the model, since someone stated that i have to rerig since my cars in multiplayer was flying. still didnt fix and gave up.
although id like to know how to get engine load?
Can someone send me an example of FGear Sport car files for Unreal Engine 5.1?
id like to know on how to get rid of the throttle cut aswell, when sliding to the right and still being on the throttle it just cuts somehow idk what does that.
there is no engine load calculation available right now, if you want to do it yourself you can compare “engine rpm acceleration caused by engine torque” with “engine rpm acceleration caused by feedback torque”. these are in engine class, the variables are called rpmVel1 and rpmVel2.
by throttle cut you mean the transmission delay? currently it is also not possible to have zero delay. the gear is first switched to neutral and engine is paused, then we wait for a short duration, only then the gear is switched and engine goes back to running.
Is there a way or a boolean to know if you are losing traction on a certain tire? I am putting together FFB effects and I would like to know if there is something or data that tells me where the car starts to skid or lose all grip, thank you.