FGear Vehicle Physics (v1.4)

I’m using the sample project packaging could it be an input issue with the project settings?

Sadly this does not work, car is still active, gravity, everything. Any other idea?

I tried it with a button press and it worked. if you call it at beginplay try putting a short delay before the call.

Should we create a Discord channel so that the problem can be solved quickly?

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Yes, it works in example, but not in my game. But there is some bug somewhere. I have overlapping sphere collision around player and when is the car inside that collision, then is impossible to sleep the car.

The car is spawned in air above slope, then will fall down and drive outside of the sphere collision. I pressing key for sleep the car and it will sleep it only when drive outside from the collision, not on the slope.
image

Sphere actor:

It is bug in FGear?

use mail for direct support, if it’s your first time put a screenshot of your invoice.

if you read this post you can see a remark about sleeping: A vehicle that is touching another simulated actors bounds can’t go to sleep…

but this is about fgear’s sleeping feature, if you disable simulate physics then it’s not re-enabled except at beginplay of replication component…

Hmm, but that actor is not simulated. Anyway my character is. So there is no way how to freeze the car in a crowded game? I need to freeze quest car in openworld game so when you come back, the car will be still there and it will not fall down when ground will be unloaded. The solution to save position etc., destroy car and when I come back then spawn car on the same position is quite complicated, because of all things like animations in middle of playing etc. if it is ever possible.

That disabling simulated physic on mesh doing nothing.

if you let a vehicle go to sleep when there is another object in contact then it can lead to objects penetrating each other, this is a problem of the physics engine so we can’t do anything about it.

disabling simulated physics makes the car a kinematic object and there is no way to move it except a manual move. the downside is if you keep applying forces then unreal will probably complain with warnings that’s why you also want to call our sleep function.

so in your case you can do one of the below:

1-modify fgear to remove that constraint so that vehicles can go to sleep anytime but you’re gonna have to deal with any side effects.

2-go with an alternative solution like the one you mentioned. I would teleport the vehicle to a safe hidden room instead of destroying it. and when needed you can teleport back instead of re-spawning.

Without sleep? If I will set simulate physic false to car mesh, then the car continue falling with gravity and everything. It will not freeze (tried in example project). Only what freeze it is sleep function (when nothing else overlapping it).

if it is still moving then it should be re-enabled at some point.
that’s why I asked you about beginplay because it is enabled at beginplay.

I have “set simulation physics false” binded to press key and I pressing the key repeatedly and car never freeze. See:

obs_2024-01-29_16-11-55.mkv (2.4 MB)

As a newbie I just want to make sure my bone structure is correct coming from blender.
Some tutorials I’ve seen have a body bone while others don;y. From what I understand it has to match the FGear bone structure. Is yours different?

try it with the red or blue car, it looks like it doesn’t apply to vehicles with custom collision, we’ll look for the cause.

you can see our sample skeleton in this video : https://youtu.be/04dP5mEKd-I?si=AJEBRlRYxKwE5VgM&t=125

Is it possible to look at the bp of sample vehicle that feature truck with trailer? Because I am having trouble changing the constraint location… is it because of FGear vehicle being the root?

Yes, blue car is possible to freeze by set physics simulation false.

@lazybitgames Every time I try to disable detect ground velocity ( for optimization) my editor crashes. Any idea what might cause this? It doesn’t seem to happen on the vehicle blueprints that came with the plugin.

So I should just delete the bone named “Body” in my pic?

So I tried both with the extra bone and without but still getting a wheel problem. Any ideas where I should start first?