FGear Vehicle Physics (v1.4)

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:

  1. Create Blank Blueprint Project
  • Target Platform: Desktop
  • Quality Preset: Maximum
  • Starter Contents: No
  • Ray Tracing: No
  1. Enable FGear Vehicle Physics Plugin

  2. Restart Project

  3. Migrate ‘FGearAssets’ from FGear Example Project

  4. Open AITest Map(Content/FGearAssets/Maps/AITest)

  5. Run

if i migrate assets, FGearBPHUDGameMode’s native parent class is none.

image

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!

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Unity or Unreal?

unity version, you can tell just by looking at the graphics :slight_smile:

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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?

Mine is mixed C++ and BP.
Yes the overlapped event was not generated properly for my case… I dont really remember the reason lol…

still work in progress but we’re close…

4 Likes

I finally brought it to run by adding

mMesh->SetAllBodiesNotifyRigidBodyCollision(true);
mMesh->SetNotifyRigidBodyCollision(true);

to BeginPlay() of
AFGearVehicle.

Would be nice if this could be the default in FGear.

Another question: I want to set the tire model. I used:

TSubclassOf<UFGearTire> TireModelClass = (FGearSerializer::loadObjFromPath<UClass>(
	"MY_PATH_HERE/TireModels/BP_Tire61.BP_Tire61_C"));

But is there anything speaking against directly using UFGearTireMF61::StaticClass() as the parameter for mWheelOptions0->setTireModelClass()?

Thanks!

Would be nice if this could be the default in FGear.

neither overlap nor the hit events are on by default in unreal so we keep it that way, it is up to the user to enable them.

But is there anything speaking against directly using UFGearTireMF61::StaticClass()

if you check the loadObjFromPath function it is just a simple wrapper and it is using “::StaticClass” to get the object class

put together a short video of some projects using fgear:

3 Likes

Looking good. Any ETA on the next update or roadmap as to what to expect?

eta next week if everything goes smooth…

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Thanks! So you basically say that the BP of TireMF61 is identical to the c++ class of it? I can see it is inheriting from it so if I do not need to change the default paramters it is the same right? Because if I go for UFGearTireMF61::StaticClass() as suggested, it would take the father class (the c++ one) not the BP_Tire61.BP_Tire61_C one (the child).

yes, if the BP version has no modifications on it then it is identical to the C++ version.

btw some of the existing tire model BPs have modifications on them.

Seems like the plugin has been updated but epic hasn’t uploaded 1.7. Documentation has also been updated. :raised_hands:t5: