you don’t need to know coding but at least learn how to build a project.
All due respect I thought I’d try the example project, which had some issues but the solutions you gave, I followed. It still doesn’t open for me.
I have never used visual basic basic and when I bought the plugin I had no idea I have have to use it.
Plus i don’t understand why i can’t open it in 4.7 either
Can you provide any solution for me please?
redownload the example project, it might be an older version, it’s been modified multiple times this month.
extract and try to open with 4.27, if it fails go to Saved/Logs folder and send FGear.log file to lazybitgames@gmail.com
Hello! First of all thanks for this wonderful asset.
I have a simple question : would it be possible to add a physical turbocharger?
forced induction is not a currently planned feature(it is in the list but low priority) but it should be quite simple to implement a simple turbo with blueprints.
So I tried that and got this error. I’ll try again after I dload .net
My question is if my gamers haven’t got .net installed on their computer would they have to go through this process too?
no not like this but it is developers duty to automatically install prerequisites and I believe unreal has an option to add its prerequisite installer to the game package…
After installing .net version 8 I’m getting the same error about .net.
I have visual studio v17.8.3
Is there anything I’m omitting?
I would make a fresh install and follow this guideline : Setting Up Visual Studio 2022 for Unreal Engine 5 | Community tutorial
So to be clear only re-install visual studio?
I did a scripted test, first run is zero ABS and the second run is %100 ABS.
the green line shows where we ended up in the first run.
it looks like an expected behavior to me but that doesn’t mean the behavior is the same as the previous version.
we’ve modified some fundamental parts of the wheel code so some change is expected but if you see any unrealistic response let us know.
note: the red car is tuned a bit differently for this test.
Then i guess the ABS in the previous version not was correct, if now it works as expected.
I expect being able to brake and steer more/better with ABS at 100% than 0%, that is what happened in previous version. But seems now with more ABS it may brakes faster or reduces speed fast making the steer lower.
If i understand well how ABS works it brakes in some intermitent way, avoiding bloking the wheels completly and letting you steer while that having more control and at same time it brakes/reduce speed faster.
But well, i guess i will need to set now 50-100% on ABS or tweak other values to compensate and get the same behaviour. Just wanted to be sure now ABS is how it should be and no bugs in code so i can test and do my tweaks.
Is there any way how to completely freeze a car and later unfreeze? Should not react to physic and gravity.
Hello @lazybitgames where i get the new project files? seems like you changed some things like models 3d , etc.
try calling Vehicle.sleep and then setSimulatePhysics(false)
example project link is on the market page.
Uh, here I go again. I don’t know why the mobile control UI still doesn’t work. Is this my problem? Can you give me a guide? Even after packing it cannot be moved. My version is the latest UE5.3/1.7 version
Look in the example project, there is a mobile UI example
I looked but after packaging it doesn’t work which is weird it works fine inside the editor
Have you or anyone got an example of an .fbx car with the bones setup ready for ue5?