Ok, no worries. I was just curious.
You should really see to have a 4.24 version soon because people don’t like to wait that long and it might also hurt your sales.
just tested with 4.24, plugin works fine. the only problem is the sample project. it crushes on maps with terrain. 4.24 crashes when you set “Simple Collision Mip Level” to 1 on a landscape object. we will replace the terrains in sample project with a mesh.
Hi! In PhysicAsset Skeletal mesh is it necessary to put PhysicType on “Simulated” ? Physics with the type" Default " is the same .
if “Simulate Physics” is checked then it can be “Default”
if not you must make it “Simulated” or the body will be kinematic.
Hi! How to make the car body more “heavy” I mean that when turning the car went very hard . I don’t quite understand where can I find these settings in FGear or UPhysicAsset or etc ?
Inertia Scale : This value is a direct multiplier to the inertia tensor scale of the physics body. Higher values result slower accelerations and more conservation of momentum.
Hi! How to integrate FGear into Vehicle AI Plugin (Link : https://www.unrealengine.com/marketp…icle-ai-plugin ) ? The plugin has three custom events ( EventCustomThrottle , EventCustomSteering , EventCustomBraking ) . Will I be able to integrate FGEAR Vehicles ?
i do not know the plugin but you should be able to integrate without any problems.
Hi! EventCustomThrottle exact copy of InputForward but only for AI, it turns out that everything worked I need to check if there is movement of the car with the deactivated mStandartInput . I deactivated mStandartInput in the root directory and activated it with BeginPlay but the car still doesn’t want to move (((( Is there a way to make the car go without the whole mstandartinput component a via InputForward , BeginPlay ?
you should also provide PedalState, check the MobileInput map, there is a similar implemention in the level blueprint.
Everything works !!! Thanks :)
4.24 binaries are available.
Thanks for a good plugin.
I want to set up four wheels separately instead of back and forth, is that possible?
currently you need to modify the source code for that.
we are planning to add some setter functions to allow modifying individual wheels in the following releases.
Thank you. Thank you very much.
I want to change the height of the suspension on the left and right to create a unique movement.
:rolleyes:
This is something that I really need as well. I’m making a car combat game and when a wheel/tire is damaged, I need the properties of each wheel to be able to change depending on its damage state. Looking forward to this for sure.
Do you have a Discord channel / means to chat?
i use telegram but i do not prefer it for support, e-mail is more convenient for me. i have a full time job so i can not always chat with customers.
I think Fgear is still a framerate dependent solution, regardless of your custom update rate implementation. For example, when i change the fps to 5 the car barely move forward. Once i enable physics substepping the acceleration will be calculated properly, but then it starts this annoying bouncing effect and cannot be kept on the road.
The settings of my example project are unchanged, so you should be able to reproduce these problems.
Here, when i force fps 30 this bike will start acting crazy. I have 60hz update rate set in the fgear/general settings, tho it doesnt matter. I have also test this with physx substepping enabled (on 0.016 max delta), but it has no effect on the problem either.
Maybe the calculations are off and causing the wheel to penetrate the floor perhaps. For example, in UFGearWheel::myFixedUpdate you will update suspension only once per actor tick, and not use substepping which is strange. You maybe just overlook something in the calculations and not apply the sim coef or substep deltas when required. Could you please verify them?
When you test networked game with dedicated server, you may want to untick the single process mode, so it will allow the dedicated server run on the default 30fps clock instead. That way you can see the problems with gameplay immediately. By manually force the server to run on 60fps the problems are obviously gone, but this is not the desired solution, since the server is designed to run on 30fps clock, which is not compatible with fgear’s custom simulation atm.
The current server authorative solution (at v1.1) is slugish to control when play online with any latency. You want client side prediction and correction that allows true client side simulation and just apply corrections based on server replicated body data instead. Epic’s physics replication may be slightly better, but far from playable.
You will repeatedly answer many questions multiple times, that shouldnt be very convinient for you at all. Discord is the prefered solution for many, since we can not only ask but search previous conversations when looking for answers.