FGear Vehicle Physics (v1.4)

you are completely on the wrong track. core modules can not be removed, you can disable mStandardInput and build your own input management.
Also you can not use WheeledVehicleMovement component since it is not releated to fgear. check MobileInput map and MobileUI widget(in the sample project) for an example.

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if (verticalAxis != 0.0f) throttleState = verticalAxis > 0.0f ? 1 : -1; else throttleState = 0;


which means it is 1 if you press throttle, -1 if you press brake, 0 else.

I have exported sedan_skelmesh and again import as another car in editor. It did not work. I will let you know if resolved.

you mean animating the actual steering wheel? it is not supported internally, you need to do it yourself.
AFGearVehicle::getNormalizedSteering function will return a value between -1,1], you can use that value.

standard input does not store those values, it is possible that you can disable standard input and use an alternative input system.

steering angle(assuming front axle can steer) : vehicle.getNormalizedSteering() * vehicle.getAxis(0).getMaxSteerAngle()
throttle : vehicle.getEngine().getThrottle()
brakes(for front left wheel here) : vehicle.getAxle(0).getLeftWheel().getBraking()

input key not working on sandbox
i cant select any vehicles key 1-6 not working

do you mean the demo or the sample project?
are you sure the viewport has focus?

I have created a bug report about sequence recorder. I will share link when published.
Also i saw many bug report about sequence recorder animations issues.
Lets wait and see

Gamemode should FGearGameModeBase. can you check it

Any eta on 4.24?

normally we plan to put it with the next release which is planned to be available in late january.
if its urgent we may be able to upload it in a week but not sure if epic team will be there to approve it(christmas holiday).

Ok, no worries. I was just curious.

You should really see to have a 4.24 version soon because people don’t like to wait that long and it might also hurt your sales.

just tested with 4.24, plugin works fine. the only problem is the sample project. it crushes on maps with terrain. 4.24 crashes when you set “Simple Collision Mip Level” to 1 on a landscape object. we will replace the terrains in sample project with a mesh.

if “Simulate Physics” is checked then it can be “Default”
if not you must make it “Simulated” or the body will be kinematic.

Inertia Scale : This value is a direct multiplier to the inertia tensor scale of the physics body. Higher values result slower accelerations and more conservation of momentum.

i do not know the plugin but you should be able to integrate without any problems.

you should also provide PedalState, check the MobileInput map, there is a similar implemention in the level blueprint.

4.24 binaries are available.

Thanks for a good plugin.
I want to set up four wheels separately instead of back and forth, is that possible?