FGear Vehicle Physics (v1.4)

Thanks, trying now

FGCONTENT (1)
Just double checking. I’m copying the FGearPlugin folder directly to here (in the photo)

Yes but you have to make sure the directory is the same so make the folders just the way it is and name them accordingly. It should be something like this Plugins->marketplace->fgearplugins. Copying just the fgearplugin into the root folder would not work.

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So I’m making with plugin folder here, with a sub called marketplace and I’m moving the Fgear folder here?
FGCONTENT (2)

Yes i believe so. Or whatever the directory is after engine in the UE root. C&p and open. You should be good to go

Still not working if I try with4.7 or 5.3
frerroe

Thanks… and nice video too…
Btw my main concern is can the physics constraint be moved freely? if I moved the constraint to upper Z position (place higher), the trailer will be dangling a bit like tow truck… (just an experiment).

The mobile UI can be used in the editor but cannot be used when packaged into an APK.
I have responded to this problem many times. My UE5.3 project has been stuck for a long time because of this.Please solve it! ! ! !

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mobile UI disables standard input so that inputs can be injected but the replication component enables it back in standalone mode.

you can either disable replication component of the vehicle or put a delay before creating the widget like below:

@lazybitgames Hi. How to make a collision for wheels?

Attach a static mesh component to wheel bone of your vehicle skeletal mesh for each wheel. You can use ā€œcylinderā€ mesh for collision model. After that set mesh visibility to false.
Also disable to block tracing and vehicle body.

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@lazybitgames Do you have any plans to improve the wheel collider? My project involves a lot of physical interaction with the car, especially its wheels. Currently, it doesn’t look very good. Although the driving physics are quite decent, the interaction between the wheels and the surrounding world spoils everything. Here’s what I’m getting:

I would like something like this:

Adding a mesh proxy for the wheels helps a bit but not significantly. The wheel collision logic itself needs to be rewritten.

That seems to be a suspension issue. Have you tried playing around with the suspension in the wheel options

This is not a suspension issue. It’s a limitation of simple raycast/ multi raycast or shape cast. Here’s a comparison for Unity:

yes, open wheels are a problem of fgear’s wheel colliders.

these hybrid wheel colliders are more expensive but gives great interaction quality.

the answer is we’ve got a plan for the long term but do not expect it in the near future.

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[Looking for help with a bug]
Hi there, I’m seeking assistance with a specific issue in my Unreal Engine 5.1 source build multiplayer game.

The game is running on a dedicated server and utilizes the fgear system. I’ve encountered a peculiar problem: once there are six players on the server with six or more cars actively driving around, all six cars experience sudden and severe performance degradation. It’s as if they’re affected by extreme packet loss and high ping, rendering them undriveable. Interestingly, other aspects of the server, such as player movement, remain unaffected, and network saturation doesn’t seem to be the cause.

any advise on things I should check and or could try would be greatly appreciated Im quite stuck and have tried emailing the plugin developer

Hi how do you get vehicle to flip agresively like the youtube below?

Currently the vehicle just flip like a boring vehicle - it flips just once and slowly…

Edit: Done so far :-

  1. Increase the cog offset height…
  2. Set to 0 to both linear and angular damping.
  3. tweak inertia scale…
    What else? It is improving but maybe at most 15% from what is needed…

that’s a common problem of physics engines, the simulation looses energy earlier then expected.

the things you’ve tried are the ones I would suggest initially. you can also play with the physical material(friction & bounciness) of the vehicle and/or the road surface.

finally if you want to try an advanced solution, you can experiment with contact modification.

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When you disable physics on a vehicle and re-enable it. The simulation begins at the new resting position of the suspension. How does one prevent that?