hi, I need to test your setup so please save your config to json and share via mail.
Alright, where can I email you?
edit: i just saw it in the docs, iâll email you shortly
I donât see the problem you describe and your save file is from a version that is quite old, but
- activate rev-matching
- use the same wheel radius for front & rear wheels in a 4wd car
- 400ms gear change time is too high for a sports car
oh okay, thank you
Is it possible to get metasound audio to work as engine sound not that SFX as i would like to implement my own more complex audio.
is it possible?
Has someone done it?
Can someone help?
Yes, you can use any audio setup, whether it be cue/wav - metasounds or the default system, Fgear vehicles have all the exposed parameters of the vehicle i.e. throttle/rpm/speed etc. for you to link any setup of sound system you want.
As i presume you have done this. can you show me some blueprints how its done.
atleast how you make it work on BP. like what i would need.
make metasaound go to vehicle Blueprint and then what ⌠make event and âŚ
Can You please help me. not how to make a sound but how it works.
As a return for the help i can also share my engine audios(what i make right now and future ones) with the one who helps me
If you search for âUnreal vehicle metasoundâ (without quotes) on YouTube, you will find some tutorials teaching different techniques.
Once you choose the one that best suits your project, you basically just need to replace the data coming from the Unreal vehicle with the data provided by the FGear vehicle.
ive watched many of them but they dont use latest ue and are outdated or just make it so fast that they skip so many thing.
All i need to do is but every 1000rpm audio to responding rpm.
can someone really cant screenshot the BP or something. like where to start.
If you use discord, private message me with your ID and we can have a chat if you like.
Has someone managed to make a good laptimer with
+lap
+laptime
+previousLap
+Endrace
And wants to share the wisdom?
I tried to make it my own by watching some turorials but, for some reason i cant get it to work with fgear. Like
OverlapEvent is not triggering
for those using the custom collider component, make sure youâre getting the overlap event from this component not the root mesh.
Iâm encountering a strange issue with exiting vehicles and unpossessing them in my game, which runs on a dedicated server. The game is similar to GTA, where the player can walk up to a car, enter it, and then exit to continue on foot.
The problem is that when I exit a vehicle, the car sometimes starts moving around randomly. This can be quite severeâIâve attached a GIF showing the exit code in action. The car might move left, right, forward, or backward without any input. The issue seems to be worse on road-based splines, but it can happen anywhere, even on static meshes. It doesnât occur every time, but when it does, the severity varies. Sometimes itâs minor, while other times the car keeps moving for up to 10 seconds, even though it was at a complete stop when I exited.
Exit Code (Blueprint)
I think if you wanna get support - at least simplify the blueprint and make sure it is reproducible otherwise, there are lots of your own code/bp that could be buggy - we dont debug your code
So issues youâre having is not from Fgear. However I think these suggestions might help.
First, If youâre using a pawn with a primitive component, make sure collisions are disabled between that component and the Fgear parent mesh or any mesh in the Fgear hierarchy.
Secondly, you can stop the engine from running after you exit the vehicle and apply the handbrakes.
Is the âBikeHelperâ on FGearArcadeAssits working correctly?
Cant get a smooth pitch correction. Checked the code and found:
â//we need inertiaY but UE5 gives incorrect results so we take the largestâ
Maybe this was corrected by EPIC and now this fix makes the behaviour wrong?
I tried all setups, damper from0.1 to 10 max, and Anti-Rolling spring from 0,00001 to 9999999⌠but always after reach the max pitch angles triggers correctly but at same speed, which is too fast.
Can you double check?
EDIT: Changed GetAbsMax() by GetAbsMin() like the roll damper, and now is more slow and getting something Âż?.
EDIT2: In my case seems the problem is pitchCoeff/DamperSmooth . On _BP min is 0.1, max 10. But to get smooth as wanted i had to do this in .CPP:
pitchDamperTorque = inertiaY * pa * (pitchCoeff*0.01f);
pitchCoeff*0.01 And i get a slow correction. I set pitch angle to 20, when it triggers, so at near 70-80 already stopped. A very subttle correction/limitation that makes still playable and jump with ramps fun without feel that âfake forcesâ.
bikehelper is meant to be an example for you to improve upon and thatâs what youâre doing I guess
pitch damper is not actually a damper but a stopper impulse so it may not behave as you would expect.
Yep, i already got somehting, what i cant achieve is stop at X avoiding the car turn opposite again.
i mean, if the car is rolling up or down, i want the force start stopping and at some moment car gets stucked at X angle, instead of turning back which is weird.
Is how Dirt4 does, but always get some minimal force back.
Edit: Im using this as multiplier:
FMath::Abs(FGearUtility::getWorldAngularVelocity(mBody).Y)
So when less car speed rotation less force needs to be applied until 0 force is applied when is 0. But still, some remaining torque makes car turn reverse again, a very little but it does.
I wouldd like to make request for the consideration of updating the smoke/particle effects from cascade to niagara. (or support both) (im working in editor/blueprints) hope it makes sense.
I have a question about the Fgear physics material compared to the Unreal default:
In the documentation, it says that the âroughnessâ value is not being used yet,
is that still the case? FGear seems to use the FGear>friction value, being the rest of values under âFgear physical materialâ used in the FGeareffects component.
So, my question is, makes sense to support the default unreal physical material (suporting âFriction Valueâ from the default unreal physics material for the vehicle physics) to increase compatibility with other systems/plugins?
The rest of the parameters of the FGear physical material seem to be for the FGear Effects component (wich i unerstand is very basic intentionally), at this point in my project seems to make sense to drop the Effects component, and using the default physics material makes sense is there are no aditonal actual physics values used in the FGear material.