delete the 4 wheel bones from skeleton tree in physics assets so you just have the root Bone only in the window where you generate the bodies ,i had same issue and thats what sorted it for me ,hope this helps as it did for me
That worked, the wheels are spinning but the carâs not moving.
could be a number of things follow this to get basics down then i went with enhanced input https://www.youtube.com/watch?v=04dP5mEKd-I&t=126s&ab_channel=lazybitgames
are the front wheels moving the way you control them to through your selected input? theres also a animation BP tutorial aswell mate
I increased
the wheel radius from .25 to .4 but the wheels still seem to penetrate the ground and the car doesnât move
0.35 seems to be a sweetspot for me but just try different values
what does the crash log say?
your videos doesnât tell much, enable gizmos and use a simpler environment, just test it on a plane first.
The gizmo on the van switches off when I start recording
Can someone send me the engine input .ini file as i havenât got access to the example project
What is the collision on that surface? Does it block for visibility? Try a convex wheel and see if you get collisions
The truck and the trailer in the sample project are constrained by a physics constrain actor in the world. It is constraining both actors by the world location of the constrain actor relative to the mesh of the truck. The root of the trailer is set to where the trailer pin will be. I have a truck and trailer set up that is easier and portable but takes some time to set up
It uses an actor component to spawn a physics constraint on the trucks at a given bone the trailer is then detected by a sphere collision and an interface is used to constrain both truck and trailer.
If you are still having this problem, in the optimization tab increase the sleep linear and angular threshold speed to like 1 or 2. By default it is set to 0. Fgear vehicles at rest state never have a linear velocity of 0 due to vibrations in the simulation. Increasing the number will give higher sensitivity for sleep. In addition uncheck âspatiallyâ loaded in the vehicle. So once the vehicle goes to sleep, it will never be unloaded even if the world around it gets unloaded. You donât even did to change physics simulation settings.
Regarding the convex wheel I was told to delete those as I was having problems with the wheels wobbling in place
you are confused about some concepts, convex wheel is not about the physics asset, itâs a convex cast but a raycast should work regardless so thatâs not important.
you donât need to record a video to show gizmos, a screenshot would do fine. your video doesnât tell muchâŚ
Regarding the convex wheel this is what I was told to do and it help with the wobbling wheels âŚ
âdelete the 4 wheel bones from skeleton tree in physics assets so you just have the root Bone only in the window where you generate the bodiesâ
Regarding the Video, you told me to put it on a blank plane which I did. It doesnât do much because it wonât move. Thatâs why I asked for the engine input .ini file as i havenât got access to the example project
why donât you have access to example project?
and you donât need .ini file, follow the tutorial and setup the inputs yourself, it takes 2 minutes to do that.
Possibly as the developer did not install the prerequisites. The file is asking for an install of .Net. I was asking for help to complete this but got no reply.
And as I donât have access to that project, thatâs why I was asking for the .ini file as the tutorial only shows two inputs while the .ini has a lot more
You donât need an ini file. Even if you had one, it would be undefined as you would still have to make those input actions yourself. The input of the vehicles is controlled by input actions in the standard input component.
What you need to do is download the example project from the product page on the marketplace. Copy the plugin files from the engine->plugins->marketplace folder and make a folder in the example project with the same directory.
Click on the project file and build for 5.2 or your current UE.
Wheel physics are handled in the FGear axle component. Wheels bones should not have physics bodies in the physics asset.