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.
Uh, here I go again. I donât know why the mobile control UI still doesnât 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
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.
if you read this post you can see a remark about sleeping: A vehicle that is touching another simulated actors bounds canât go to sleepâŚ
but this is about fgearâs sleeping feature, if you disable simulate physics then itâs not re-enabled except at beginplay of replication componentâŚ
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 canât 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 thatâs 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 youâre 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).