FGear Vehicle Physics (v1.4)

Do you mean mobile touch or wheel touch the ground? Please describe your issue in detail.

Hi guys, how did you got FGearExample working on 5.2.
mine gets some errors and says fgear plugin is missing. Where should i take and put the fgear plugin. ( idon“t know where to search)

Im kinda new with this this so be chill with me lol.

Go to your plug-ins folder for UE(usually epic games->unreal engine->plugins->marketplace->Fgear or something like that), copy the fgear plugin and make a plug-in folder with the same directory in the sample project.

@lazybitgames. Is there a way to stop simulation or disable tick on the Fgear vehicle pawn? Or essentially put it to sleep? I’m trying to put vehicles that are not within a particular radius of the player pawn to sleep or stop ticking on the map.

there is no built in function but I think you can do it from BP.

to sleep:

1-put body to sleep
2-disable gravity
3-deactivate wheels

to wake:

1-wake the body
2-enable gravity
3-reactivate wheels

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Hello @lazybitgames Hello, the physics are quite good, but in drift mode it seems that this does not work well at all, I watch videos of assetto corsa drift and they can make it so that the 2nd gear can continue reaching the red point of the tachometer even from the 3rd gear, not with cars high hp, how can I achieve that? Because when I use a car without traction control, this only works well in 1st gear, in 2nd gear it already starts to lose power despite not having traction control activated.

Lower your gear ratio. change slip angles etc… It all can be done(i did it that way).
It“s all trial and error :slight_smile:

Has anyone made a custom Audio for fgear car?
I mean without using that fgearSFX.

If so can anyone help me.PM or answer here
Connecting metasound with fgear car, anyone?

Is there any way to Get the amount of brake input? So far I can only Get the brake axis, and I’m looking to execute something when the gas and brake are held together. Namely, I’m trying to get the engine to rev and wheelspin with the brakes held, as right now it does not rev with brake input.

In order to throttle and brake at the same time you should uncheck combined axis mode in standard input, then you can query brake axis.

brake input is filtered with brake engagement curve(check AFGearVehicle::setBraking) so to query the final braking input you can call wheel.getBraking for any of the wheels.

Cheers, had only checked before unchecking combined axis. Working perfectly now and if anyone needs a system for burnouts, lemmie know and I’ll send you my blueprints.

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sent you a message

@blueprintnotfound can you share some blueprints on your recs? Trying to achieve the same but nothing yet.

Could you send me a demo of how your way works? because I haven’t been able to make it work.

no answer for this? @lazybitgames :slight_smile:

The other guy offered to supply blueprints but is MIA and never responded. Try reducing the limiter time on the engine and decrease the gear ratios. I found that in my case it makes the wheels spin while keeping the vehicle in the lower gears

I realized that I have no reason to not just post the burnout blueprints here for anyone to use, so hopefully this helps someone out there!

Also, looking for suggestions on a topic related to vehicle upgrading: it seems that the only major engine parameter to adjust power is the torque curve. I’m trying to implement a system where parts attached to the vehicle can adjust various performance parameters, including the torque curve. However, I can’t seem to figure out any way to adjust the curve parameters at runtime, only replacing it. Creating the 100,000+ possible torque curves for all the various possible parts combinations seems ludicrous. Does anyone have any suggestions for how this might be achieveable?

Check out this video. What I did was set the lateral scale on the drive wheel to a low number. this made the car spin on the front axis. Reducing the longitudinal scale made the drive wheels spin. Hopefully this helps.

Check this out

you need to procedurally create the curves at runtime based on your parameters.