FGear Vehicle Physics (v1.4)

the name of the parameter should tell the difference.

it returns an angle between the travel direction and the intended direction.

true returns the angle for front axle, false for rear axle.

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Yeah, thats what i thought, just wanted to be sure.
.

About the torque thing, found that on accel+cornering, torque always have the same value as LngForce, this one: mLongitudinalForce.Size() .

But for some reason, sometimes, the rear wheel(the one receiving the most load) not match that value. In this case is less than it should, like if there is some limitation somewhereĀæ?

With other setups LngForce is opposite(lower torque share), so no idea what is happening. Trying different mFeedback versions and other combinations.

Tomorrow im gonna try to manipulate the torque myself to do what i want using mVehicle->getSteerDeltaAngle and similar stuff, at least try to know if that really will fix the steering problem.

@lazybitgames is there a way to get trace information from the avoidance information in the FGear autodrive component?

edit:Just checked and saw that the trace is not available in blueprints. Would be nice if we could get the hit results in BP for the next update

Thank you. Can confirm this fixed the issue.

Wanted to change some car behaviour when brake +Accel, due if engine has more force it gearsUP and it not should.

In FGearTranssmision.cpp i added this:
float aBraking = mVehicle->getStandardInput()->getBrakeRawInput(); // Added

Then i changed:
This:
//else if (speedUp > mUpSpeed && mCurGear > 0) // Original
By
else if (speedUp > mUpSpeed && mCurGear > 0 && aBraking == 0.0f) // Added

It works, but wonder if it will be the correct way to do it, since im using a rawInput. Or maybe better the axis, action, wheelā€¦ options Āæ?

prefer final inputs, thatā€™s the actual value used for braking, call getBrakeFinalInput();

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@lazybitgames Just following up on the Fgear AI controller. Will it be possible to make the the obstacle traces exposed to BP in the next update?

auto drive component is far from being perfect, it is supposed to give you some ideas about how to roll your own solution so I would build my own solution.

can we expose hit traces, yes but canā€™t give you a date right nowā€¦

Hello, I just got Fgear, love the plugin, but ive but struggling a bit with the way it shifts, my car has a rpm of 9250 and has a hp of 963, but for some weird reason, it gets stuck in the 6th gear at 326kph and will never reach up to the 7th gear, vehicles top speed is 372kph. Ferrari Laferrari specs, And to top it off, the RPM never goes down after gear shifts up, some help would nice, thank you.

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, iā€™ll email you shortly

I donā€™t 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 ā€¦ make event and ā€¦

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 :slight_smile:

If you search for ā€œUnreal vehicle metasoundā€ (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

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