Hello! I’m developing a mobile game for low-end devices. I need a version of this plugin for UE 4.24. I remember a few years ago this version was available for 4.24, but now it cannot be downloaded from the marketplace. Can you please send me the archive with this plugin? I can provide the purchase receipt. Unfortunately this is the only option to get this version
our obligation is to provide binaries for the last 3 versions of the engine.
you can get the 4.27 version and compile it for 4.24 or any previous version.
I know, but I tried to compile the 4.25 version of the plugin in UE 4.24 (taken from an old project) and even with it I found a huge number of errors. Unfortunately, the only way to get a working 4.24 version is to write to you personally with this request. Can I write to you by email so that I can get a link to this version, if possible?
for unreal 4.24 the most recent fgear version I have is 1.4.2 which is quite old but I can send you that.
4.25 version of fgear should have no difference then 4.24. we always store a single version of the project which is the base version. so let’s say our base project is 4.24, when we want to publish the plugin first we build 4.24 then we convert to newer versions and build again so they all share the same code. I’m not saying that 4.27 will compile right away for 4.24 but it would take a couple of fixes which you should be able to handle yourself.
FGear & Smooth Sync UE5.1 Source
We’re currently using the following components:
- Unreal Engine 5.1 source (game runs on a dedicated server steam)
- FGear Vehicle Physics
- Smooth Sync Plugin
Our project is a multiplayer game running on a dedicated server. We’ve run into a few issues:
- When a player exits a moving vehicle, both the vehicle and the player are teleported back. You can see the problem in action in this video: [Link to video]
- Upon exiting a vehicle, the vehicle abruptly snaps its rotation, seemingly correcting itself.
- When a player enters a vehicle and starts moving it, other clients initially see the vehicle as stationary. After a delay (sometimes up to 10 seconds), the vehicle suddenly jumps to its correct location. It seems like the smooth sync system is delaying replicating the vehicle’s movement to other clients.
More videos of our problems:
Any help or advice you can offer to resolve these issues would be greatly appreciated. We’ve spent a lot of time over the past two months trying to find a solution, and now we’re turning to the community for support.
I wrote to you by email about the 4.24 version of the plugin. Please check lazybitgames@gmail.com
I don’t think anyone can help you on this unless someone has already done an integration with smooth sync. just looking at the videos the only thing I can say is that it looks like it doesn’t replicate movement when the net role is ROLE_AutonomousProxy. also if you are using smooth sync you better disable fgears replication altogether and replicate inputs yourself to make sure the physics state of the vehicle is not modified. replication component turns vehicles into kinematic mode on clients(at beginplay) so make sure your vehicles are in an intended state.
btw the next update will feature a client authoritative replication model…
Thank you for the continued support. I’m sure the team is working/testing 5.4. Does 5.4 confer any benefits to the system?
actually we haven’t looked into 5.4 in detail yet, we’re focused on the next update that will feature enhanced input support and client authoritative replication.
the networked physics features in 5.4 look promising and could possibly aid us to get a better server authoritative replication without or reduced input delays.
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.
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.