yes, market page, docs, sandbox demo and example project is updated, waiting for epic.
we hope it won’t be a problem that we have used some vehicle models from epics free content. if they don’t allow it, the release can be delayed for a couple of days.
we did a lot of testing and fixed some bugs, hopefully there is not much left…
it’s resolved, you can download the latest sandbox demo(link in the first post), number 2,3,4,5 & 8 these vehicles use convex casting, there are 2 terrain objects, the close one is a landscape and the other one is just a static mesh.
Warning: To use the example project with Unreal5 copy the FGearPlugin folder in Unreal5\Engine\Plugins to FGearExample\Plugins folder.
Notes
From now on the changelog can be found in the “0-Overview.pdf” document
All gettters are now const functions, you might need to reiterate your blueprints
All the sample vehicles have more realistic wheel mass values now
All the sample vehicles’ linear and angular damping values are updated. Even having a small linear damping value can change the acceleration performance of the vehicle especially at high speeds
Clutch value is also displayed on the gauge telemetry now
An option called optimum slip weight is added, this helps to reduce the speed mismatch between the engine and wheel rpms. This is an experimental feature and can affect the overall driving behavior so be cautious with it.
Fixed the case where 4wd vehicles failed to generate correct torque output
You can manually put a vehicle into sleep and/or wake it by calling sleep/wakeUp functions. This is demonstrated in the dragrace map, all the vehicles are put to sleep at the finish line.
Added a new sample scene that demonstrates the auto sleeping of vehicles. Sleeping vehicles color turn to black and they go back to original when they wake up. If you set a minimum linear and angular speed threshold then the vehicle will automatically sleep when the conditions are met. You can also define the set of inputs that will wake the vehicle.
A vehicle that is touching another simulated actors bounds can’t go to sleep. This fixes a set of problems where we could just penetrate into other vehicles when they are asleep.
A sleeping vehicle will pause its sfx and particle effects. Muting the engine sound is optional.
Cruise control and the PID controller options are located in the ArcadeAssists component
There is a cruise speed option in the modification map gui, you can set a target speed and the vehicle will try to maintain it
Fixed the ArcadeAssists::setCruiseSpeed function, it was just not working correctly
Fixed the case where the MobileInput map could fail to get the reference of a different vehicle other then the vehicle on the map
Fixed a bug with the tire curve previews
Fixed a bug where the top speed of each gear ratio was miscalculated at editor time
Brake & clutch engagement curves are moved to standard input and also added a throttle engagement curve
Gear up and gear down velocity bias options are added, this way it will be possible to change gears based on wheel speed rather then velocity
Added drivetrain inertia option which is used in the wheel rotation calculations. This has a similar effect to the wheel mass option, larger inertia means slower accelerations
Added drivetrain friction option which is a new factor that slows down the vehicle. Unlike wheel roll resistance this is a constant factor
Reverse brake option added, if you press throttle while going backwards in 1st gear the vehicle will automatically brake for you. The same thing works with the reverse gear.
Spacer offset will add distance between the left and right wheels, resulting a wider track. Do not confuse it with the rim offset which only moves the physics representation.
A new set of vehicles are included in the example project now, these are from Epic’s free content and they have slightly different setups.
A new sandbox map is added to the example project with the new vehicles including a truck jointed to its trailer. Truck & trailer has a special reset function so in order to reset them you need to press Shift + R.
Added minimum ABS speed parameter, below this speed ABS will not work. This is added to avoid a problem where the brakes fail to fully stop the vehicle with ABS.
Replication component is now depreciated, it will be re-implemented with the following updates
Reverse brake option added, if you press throttle while going backwards in 1st gear the vehicle will automatically brake for you. The same thing works with the reverse gear.
I had a change in StandardInput:
// ADDED - Set gear 1 when accel on backwards
if (mForward > 0.0f && mVehicle->getTransmission()->getCurGear() < 0)
{ mVehicle->getTransmission()->setCurrentGear(1, true); }
Because if you are going backwards or in reverse and you press accel, i expect the car changes auto to 1st gear and accel.
But now, it brakes when you press accel. How to change that?
I saw a new param for reverse, i set negative values, 0 or 999… but still does that.
Well, i dont know if this is intended but fixed setting “Drive Friction” to 0. Anything bigger than 1, on reverse if i accel it brakes instead of accel, even if “reverse brake” is 0 (disabled).
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EDIT:
Another question, with the same stats previously the car had 337hp and now have 472hp ¿?
Why that difference? which addition/change can be causing that?
Maybe is due the calculations on 4wd?
Fixed the case where 4wd vehicles failed to generate correct torque output
Also about the ABS, not only the min, also something else in how works has been changed?
Due now seems the opposite efect, if 0, car steers a lot, but if full(100) steer less ¿?.
reverse brake speed is only activated when positive so give it a zero, you said it still does that but it’s not true, the code is quite simple, you can check it in AFGearVehicle::substepTick.
I believe you have your own changes, if you can recreate the problem in the example project, let us know.
we have removed engine friction from the engine power calculation so the input curve directly defines the power output now.
ABS is a bit different now, you mean with full ABS does the vehicle understeer and without ABS you get oversteer?
I will try later with the example project all this.
About the ABS yeah, in v1.62 , ABS at full (100) makes the car more easy to steer, in 1.7 , ABS at full makes the car steer less. Same stats/changes in both.
Im gonna do more tests to see if i can fin what happens.
have anyone any idea why is not fired event “on collision hit” from fgear custom collision, when colliding two cars or car and world, in UE 5.3? In example project it works ok but that is for UE 4 and I cannot make it work in 5.
BTW, when pawn collide with fgear custom collision, then is event fired successfully.
BTW2, in UE4 was everything ok.
Hi I’m a newbie and I’m trying to open the example project. I have the plugin installed in both 5.3 and 4.7. I can’t open it from there nor when I double click on the file. I’ve attached a video. Any ideas what I’m doing wrong?
and this is usually skipped: To use the example project with Unreal5 copy the FGearPlugin folder in Unreal5\Engine\Plugins to FGearExample\Plugins folder.
Just to be clear. I’m copying from inside the marketplace plugin folder to the marketplace’s parent Plugin folder?
Btw I did try using it with 4.72 as well. Thanks
There wasn’t any folder called C:\Projects\FGearExample\Plugins or C:\Projects, so I made one. and pasted there and to my D: drive and to my Unreal projects folder on my D drive but still no joy
I’ve tried opening UE project files previously and never had any problems. Your setup is different to the others I’ve tried. I think I’m doing it as you say but it’s not working. Any suggestions?