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.
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