FGear Vehicle Physics (v1.4)

nope it’s not a bug. front antirollbar helps to reduce oversteering and rear antirollbar helps to reduce understeering.

My bike’s wheel skids to the left every time I get on or off a slope with even a slight angle.

My blueprint contains several components so I’m not sure if these are causing an issue.

Also I should add that I’ve re-compiled the plugin for 4.26. The project is in 4.26.

I’m guessing the same thing also happens for vehicles but due to their wide wheel base, it’s less noticeable? at high velocity, the vehicle eventually starts to drift to either side before fully spinning around.

@lazybitgames would you happen to know what I may be doing wrong? The template vehicles don’t have this issue at all, both the bike and the 4 wheeled ones

nvm fixed it, bike stand collision wasn’t turning off when mounted, it was colliding with the ramps

Though I’m still looking for the fix for the vehicle going out of control at high velocity

it’s difficult to tell with no information but check the tire model first and do not use tire simple.
other then that as this does not happen with the sample vehicles you could compare the setups and also look for any asymmetry like bone locations.

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Thanks I’ll look into it!

@lazybitgames I’m having a bit of trouble getting a tracked vehicle properly running.


This is my axle hierarchy.

These are axle names in the BP components:

I’m running into two issues:

  • When I’m using the top axles (front axle, mAxle7) that are always in the air, some of the other wheels keep continuously spinning.

  • When going over bumps, the incorrect axle is being affected. This issue persists regardless of whether I use the above mentioned axles or not.

This is my Anim Graph setup: The axles go from front to back (1,2,3,4,5,6,7,9)

As you can see in the video below, the 1st and 6th axles keep constantly rotating and when going over bumps, axles that are nowhere near the bumps are affected, while axles that should be affected, aren’t affected by that particular bump.

Would you happen to know what I may be doing wrong? Please let me know if you need further information

So I fixed the spinning wheel issue by changing the raycasting from line to sphere, but the top most wheels spin now, which I’m guessing is due to them not having any traction? I bypassed this issue by assigning the top wheels to the rotation of one of the bottom wheels that do have traction

Besides that, the axle issue is still persistent. I’m thinkin g of just sucking up and making note of which axle is affected when and just rearranging their assigned wheel bones

So my axle indexes seem to be all over the places. I had to note down which axle moves when and fixed them in the Anim BP, but is there a way to not go through this trial and error method?


I think if you order the axles from front to rear and match the component name with the index like FrontAxle 0, RearAxle 1, mAxle2 2, mAxle3 3… then you may not get confused.

I see, so I need to add the indexes myself? The current setup doesn’t have indexes, just the original component names, and duplicates of the mAxle component I copied from the trailer vehicle template.

PS: It seems I can’t rename the inherited Front and Rear axles

PPS: I renamed the axles that I could, basically just added a space to their names to separate the index, no effect on the wheels though:

@lazybitgames I’m getting some bizarre reaction from the axles when I add a scene component to the BP.

When I add a scene component to the BP, childed to the root skeletal mesh, all all of my axles seem to act weirdly. Would you happen to know why this is happening?

Apparently, whenever I add ANY component to the BP, the axles all have their indexes jumbled for some reason

alright, it looks like this issue has slipped for a long time since most people just create vehicles with 2 axles. the problem only happens with vehicles that have 4 or more axles. the reason is that unreal recreates & re-inits all attached bp components when you add or remove a component. by doing so the list of components are shuffled and this happens. as a fix I need to order the axles based on some criteria like distance from the front axle. additionally exposing a way to change the axle index at runtime is also necessary for custom ordering.

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If you could make that happen, that would be pretty great! Would it be easy to implement just an exposed integer on mAxle so that we could set the axle index ourself?

Also, i just checked, the component list does not shuffle when we add a component to the BP at runtime. So that’s a good thing. In the video below, I’m adding a static mesh component to the BP every time the gun is fired. Wheel indexes remain the same regardless so all good at runtime.

Though for now, it does mean that I will have to reconfigure the axle idexes in the AnimBP after every addition or removal of a BP component. It’s not too bad, just a pain, having to go through 8 axles and finding the correct index based on which wheel jumps over the bump at a given time. Would be super grateful for an update, thanks!

yes, it shouldn’t happen at runtime.
exposing a variable or a function won’t make it, the axle list also needs to be reordered based on index.
i’m gonna fix it soon so you can drop a mail with your invoice number and I will send you the change to fix it.

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hmm, I just checked the theory and yes the components are recreated anytime you change sth. in the BP editor but the order of the axle components are not changed for me. gonna find a tank model and try creating my own tank.

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I can send you my model and BP if you need, will send you an email with my invoice too in a bit. Thanks

@lazybitgames Sorry I can’t find your email, could you please provide your email? Or I can DM you found it lazybitgames@gmail.com. Sending. I’ll send you my skeletal mesh too, though it’s broken up into two parts. The “Chassis” part contains the wheel bones.

can we also get a fix for the main version in the next update? I also would be adding a tank as well.

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hello @lazybitgames i want to steer the wheels with the slider in widge
t but if im not the player of the car , the funtion “Set steering” dont work , here its a video sample

Hey, you can use this method to steer the vehicle without having to possess.

direct calls to the simulation may be overridden by the input component. you either need to disable input component or override the inputs. the red car (Sedan_BP) shows how to properly override the inputs via override input event.

@gurusaint all fixes will be included in the next update