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.
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
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.
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.
Thanks⌠and nice video tooâŚ
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! ! ! !
Attach a static mesh component to wheel bone of your vehicle skeletal mesh for each wheel. You can use âcylinderâ mesh for collision model. After that set mesh visibility to false.
Also disable to block tracing and vehicle body.