FGear Vehicle Physics (v1.4)

Enhanced input support is amazing! Maybe if you guys can sneak in Niagara support in FGear effects.

hi.
I would like to add an effect when I land from a jump, is there an easy way to detect that I have landed?
It would be great to know the strength of the impact as well.

You can detect if wheels are on the ground yes, in terms of the impact strength maybe you could create a function based of suspension spring length at current time of hitting the ground? possible option for you.

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Thank you.
I will try with tire contact and spring length. Appreciate the advice.

I’m trying to simulate the transition between low gear and high gear at runtime, I tried two ways, 1. Just with the “Set final Gear Ratio”. 2.Changing the “Set Gear Ratio” of each gear.
Both ways work well, but the gears no longer change automatically, I believe that the maximum speed for each gear is not updated when using the “Set final Gear Ratio” or the “Set Gear Ratio” at runtime, so I believe the code waits until the gear speed reaches the maximum value according to the “Gear Up Ratio”, which never happens.
I tried changing the “Gear Up Ratio” value at runtime but it didn’t work well. Is there any other way to implement the transition between gearboxes? (I thought about adding all the gears to the “Gear Ratios” array, but it wouldn’t work correctly with “Auto Change” either)

there is an example for modifying gear ratios in the sample project (modification.map)

in short you need to call transmission.refreshParameters after modifying a gear ratio.

It worked perfectly, thank you!

Did this issue reported by Syedhs get resolved?

I’m having this one happen now… the car will just slowly turn right on a flat surface, even when there is no steering input.

he never got back about that.

it could happen if your wheel bone locations or physics body location is not perfectly symmetrical. for example the arcade & rwd setups (the blue and the red cars) have an asymmetric skeleton and it can do that especially at high speeds but it won’t happen with the fwd setup.

another possible case is about the tire models, some of them are not symmetrical but can be forced to be with the “Force Symmetry” option.

also you can play with the differential options and check if they make any difference.

About FgearEffects:

I can’t find a way to leave the engine sound on if I enable the “Stop Effects When Sleeping” option.
(From vr 1.7 notes: A sleeping vehicle will pause its sfx and particle effects. Muting the engine sound is optional.)

Particle effects are quite expensive on mobile platforms, it would be nice if we could enable and disable the use of “tire smoke” at runtime, according to the capacity of the player’s device (as is already possible with skidmarks).

I think it would also be interesting (perhaps to avoid wasting processing resources) to have the option of deactivating other effects if we don’t use them, such as “Backfire” and even the engine sound system, if we choose to use another one, like fmod for example.

Another suggestion would be to add a quick fade both when starting and stopping the engine, it is very abrupt.

A sleeping vehicle will pause its sfx and particle effects. Muting the engine sound is optional.

this was implemented in the unity version but we forgot it for unreal, will be handled in the next update.

we recommend people to develop their own effect system as the system we provide is just a place holder for the sample project and we prefer not to invest on it except fixing some obvious bugs.

This is not FGear issue but rather, UE4 bug. It manifest itself in condition like this:

  • Blueprint is created inheriting FGear C++ class.
  • Then I update the FGear to latest version
  • The BP then strangely, somehow get corrupted (not all) and the only clean way that I can think of is to recreate the BP from fresh.

Hello again! The FGear orbit camera seems to have some fisheye effect or similar, which increae the “speed feeling” quite well. Can you point me to the place where these settings come from to tune it? In the Orbit Camera C++ class itself it seems it is just calculating the positioning, but I do not see the (post process?) effects creating that point of view. Thanks a lot!

we do not alter camera fov at all, epic has changed some camera settings in 5.3 maybe that’s what you are talking about, check this one : Camera FOV is incorrect in Play mode UE5.3

Okay, thanks, that is still weird but a good hint.

I have another issue which came up today. I tried adding a CollisionResponse to my car. I add it via CustomCollision = CreateDefaultSubobject(TEXT(“CustomCollision”)); then set it via CustomCollision->SetStaticMesh(ItemCollision.Object); Seems to work, I can see it in the game as a member of my car, having the static mesh set. Then I disabled the CollisionResponse in the physical Asset we used until now. Still working. But if I drive now, I can collide with objects as guard rails, but will ghost through other cars, which do NOT use UFGearCustomCollision but a “normal” physical asset. No flags set, all default. Any ideas? These other cars are working like they should, just not when colliding with “the other way of doing it”. This is really confusing me here! Thanks a lot! In addition in the docs for the truck there is this image, which shows the used collision box on it, but layed over the mesh, not the collision mesh. How can I see this? It would help debug for sure.
grafik

I recommend you to add your custom collider at design time and try applying the same/similar settings in the sample project. if you check the sample project you can see those wireframe like visuals, the custom collider has a special material that displays it like that.

Any estimation for UE 5.4 support? It will include any update?

the next version is planned to be released next week.

Any physics/driving improvement/fix/addition?

some minor stuff, the update is mostly not about the physics.