FGear Vehicle Physics (v1.4)

Thanks for your reply .It works in the sample project, but not after I create a new vehicle in the sample project. Same thing after packaging it for Android, it doesn’t work either.

Mobile UI is created in the level blueprint. You need to create a custom user interface for your project.

thank Okay, I’ll do some more research.

can you try putting a short delay before creating the mobile UI widget.

the raw inputs value should be between -1 and 1 to get the correct clutch state.

then the clutch state will be between 0 and 1 but it may not be the same as clutch power depending on the clutch engagement curve, that’s why you get 0.5 for state and 0.9 for power.

Thank you, that worked perfectly.

I’ve been playing a lot with the settings recently and I am slowly getting to understand them. I still have a few questions:

  1. As you can notice in the uploaded video I am in 1st gear, 600+ hp engine, clutch is set to 1000 power scale ( to rule out any issue from the clutch) full left turn and hitting the gas max. Basically doing a donut but without any counter steering. I don’t understand why the engine gets cut off after a certain angle is achieved, almost reverse? In real life it shouldn’t regain traction or get cut off like that.

It happens with any amount of engine power, even with 5x , any gear. ASR is set 0.

from the documentation:

Clutch Power Scale (%) : This is a coefficient to the power transfer of the clutch(between the engine and the wheels). Do not change it if you really need to. Lower values will result high differences between engine and wheel rpms. Higher values will force both rpm values to be in sync but the engine rpm can behave erratic.

1000 is way too big…

1000 or the default 100 makes no difference on this issue, the result is the same

drop a mail(lazybitgames@gmail.com) with your vehicle config json so that I can investigate.

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.