FGear Vehicle Physics (v1.4)

It is quite worrisome to see vehicle getting “thrown” even when hit a shallow road kerb… anyone encounter this problem? Any solution?

Did you ever get a solution? Please do share

what is your “Hard Contact Scale”, if it is 1.0 then use a smaller number like 0.1-0.2

if your “Ride Height” (you can read it from wheels telemetry) is small or negative when the vehicle is idle that means your suspensions are fully compressed, make sure you have enough suspension travel.

@gurusaint we are working on a solution

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@lazybitgames & @Last_Coin_Games Thanks for he hardwork and support. Looking forward to your update. I was able to figure out the door issue from a few posts back. If the door has a physics body, the transform/modify bone does not work on the FGear anim instance, it works on the base ani instance though which is weird.

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Thank you. I tried searching for this ‘hard contact scale’ in c++ code, the nearest is “suspension hard contact”. P


Probably because I am using UE4 version?

Ok I take a look at the UE5 version… it seems that I can just copy+paste the modified function inside the substepTick. Is this safe to do? Considering UE5 is chaos, and UE4 is PhysX.

unreal4 & unreal5 versions use the same code.

that version is from 2 years ago, why do you work with an older version?

I have made quite a lot my changes on top of that… so it is quite discouraging to merge the changes lol… except when i really have to…

well the new hard contact is much different and strongly recommended.

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Ok I bit the bullet and merged in the latest version… the over kerb riding is now much improved… tq.

Anyway here is one new problem when I updated the source code: the steering will slowly turn to right even if the steering is straight… I have checked the merge job and it seems okay, there was no mistake.

enable input & wheel telemetry and observe what’s happening.

if you think it’s not a setup issue but a bug then mail your json and some video showing the problem.

@lazybitgames any update or resolution on this subject?

that is more of a fundamental issue. there is one solution that greatly reduces it but has side effects like overall loss of stability. there is also another potential solution but it also effects the overall driving behavior, we will spend more time to come up with the correct approach.

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5.3.2
Vehicle animation.

Axels is not found and gets an error. Alternative?

Are you using a new project, or? I upgraded my project yesterday to 5.3.2; no issues with the existing fgear vehicle :slight_smile:

I was using new project yes, but i found the answer
To get Axels in 5.3.2 i had to go to anim Blueprint : File-Reparent blueprint - fgearAniminstance and uncheck context sensitive.

All good now.

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Has anyone tried the AI?
how to set up and make AI vehicle and then following the spline`?

There is an AI set up in the demo project.

Hello, can you explain to me how you can use raw input in your project? I watched tons of tutorials and documents, but my wheel is not working. Can you help me? thank you