Just following up. Any ETA or updates on the matter? I’m sure many users are awaiting this.
a major update is on the way with fixes and some new features too.
it contains some critical changes so we will take our time to test it thoroughly.
eta january 2024…
Amazing! Looking forward to it.
That major update is related with chaos physics?
no, it is about the simulation, the same update will be applied to unity version.
hi, i just bought your plugin and follow tutorial video.
in the tutorial video, vehicle use standard inputs.
but, i want new enhanced input system.
so, when i turn off ‘Enabled’ option in fgear’s standard input component and use Engine’s ‘Set Throttle’ Function with Front Axis’s ‘Set Target Steer’.
it seems works fine. but is this approach the right way?
best regards.
that would work but I would still recommend using standard input, just disable input reading and provide inputs so that you can still benefit from it’s features like sensitivity settings, dead zones, steering curves etc.
note: you don’t need to call setReadInputs(false) everytime, just once will do.
thanks, i will try this.
What is the Fignore query filter? It current is set as int. Does the int value correspond to the engine collision channels?
you mean query ignore mask, never used it and never saw it used anywhere but it is a parameter of unreal api so we included it. the source code contains a comment : “This filter allows us to refine queries (channel, object) with an additional level of ignore by tagging entire classes of objects…”
Hmm yeah okay. I was trying to make a filter for the convex wheels to ignore the characters capsule. I guess I’ll switch to a line trace after the character exits the car.
the question aboue input system i inquired about before has been completely resolved. Thank you
i’m trying to use the example project to create a vehicle using my custom mesh.
but, audio issues cause when using resources from example projects in Unreal 5.3.2 version.
video is showing problem.
00:00-FGear Example Project
00:25-Migrated Project
here is my steps:
- Create Blank Blueprint Project
- Target Platform: Desktop
- Quality Preset: Maximum
- Starter Contents: No
- Ray Tracing: No
-
Enable FGear Vehicle Physics Plugin
-
Restart Project
-
Migrate ‘FGearAssets’ from FGear Example Project
-
Open AITest Map(Content/FGearAssets/Maps/AITest)
-
Run
if i migrate assets, FGearBPHUDGameMode’s native parent class is none.
is this reason of this issue?
otherwise, do i adjust project setting more?
i’m already change physics substep value to example project same.
best regards.
find “Global Max Pitch Scale” option in editor settings and max it.
Drive Zone Online, one of the best open world racing games for mobile devices, powered by FGear!
Unity or Unreal?
unity version, you can tell just by looking at the graphics
Hi, small question here: did anyone of you already created a C++ only FGear car (by inheriting from AFGearVehicle, then setting the mesh via mMesh->SetSkeletalMesh(mesh, false); in constructor? For us it all works very well can be driven and behave correctly), we are just not able to generate hit events, whatever we tried. Anyone tried this as well? Thank you!
I generate hit event by creating a trigger box component which is sized to the vehicle… and trap the hit event from the box…
Hi Syed, good hint. Are you also having it C++ only? If yes, did it also failed for you to get hit events? Should this not work normally?
Just a question. Is the physics asset also configure to generate hit events?