using shorter gear ratios is a must but one the things that can cause this is that changing gears stop the power transfer for a duration and that interrupts the wheel spin. so reduce gear change time and reduce clutch time. the power transfer shouldn’t be interrupted…
Thanks for posting a video but looks this https://www.youtube.com/watch?v=JSdg664nQ3s In this video, even in second gear the tire rotates until it reaches the highest rpm, that is what I am looking for, since when I enter second gear the car stops going at maximum rpm, as if it were trying to gain grip but the car does not have asr activated
What if you use sequential transmission?
iIt’s the same, the wheel turns to the maximum only in 1st gear
Hi all, does any one know how to fix this annoying thing when car standing still and shaking up-down
you can reduce it with proper suspension settings but you can’t completely get rid of it. with proper settings it is not noticeable most of the time but what you can do is to write your own sleeping code and force the vehicle to go to sleep when overall velocity is below a certain threshold.
Hello, I was able to solve the problem of drift changes, you just have to modify the "clutch power Scale
" and this will give those results, now I don’t know if this is realistic but when I go at high speed and brake with 100% ABS it can still be done. It is very easy to lose control of the car, any suggestions on this? I am using fgear assets without any changes on my part
@lazybitgames any plans to continue to provide updates and support to the product for 5.3 and beyond? Any other products in the pipeline?
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.
Looks like the link is broken or something, but I can’t download the plugin from Epic Launcher for 5.3
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.