Help with the vehicles

Hello, i am new in UE4, my build is 4.2.1 since i’ve bought one month license months ago, i am having an issue with the Physics Asset, when I enable the Kinemactics in the wheels, the car goes crazy in the Simulation, can anyone help? I was following the official tutorial.

Here is the model for import

I took a look at the scene.

First - I noticed is that there are well over 800 helper objects in the scene. I don’t know why there are so many, it is best to clear scene of unneeded items before export.

Second - your vehicle is not centred to absolute zero (origin point).
You should move your vehicle and bones to the origin point of the scene. Move the car so that the bottom of the wheels touch the ground, then move the body bone and the pivot point of the vehicle to the origin.

Third - Make sure only the wheels are skinned to the wheel bones. Currently some parts of the body also moves along when one of the wheel bones rotates.

Here are some references and guides to help you out:
https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehcileContentCreation/index.html
https://docs.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehicleUserGuide/

Like this?

Seriously, still going crazy at the simulation.

Make sure the scale of the model is correct. The weights of the bones are still bad. If you rotate a wheel bone, parts of the body is moving with which is not good at all.

If you import your model into unreal, open the PhysicsAsset for the model.
Once you opened it, select all the bones on the right side. Right click on the bone, add new body or reset it.
The body can be moved, rotated and scaled to fit your needs.
The wheels should be spheres and set to kinematic. That way it should work.

I am currently busy making a tutorial for how to setup a basic car and advanced car without any bones.

ok 2 problems you’ve got in there
1, bone alignment must be Z = UP X = FORWARD , trust me this is not an option, yes others may say otherwise but you will have a lot less problems using x=forward
2, SCALE , your vehicle comes in at 24x58x13 unreal units or cms , this means that the physics won’t work, when you import your mesh just put it into a map with the Epic blue guy to check the size

Yes, it doesn’t have weight because its better for me to test until it works correctly so I don’t have to repaint everytime.

I am having a problem, the vehicle doesn’t turn, it only goes foward or backwars.

Here is the model and files

https://dl.dropboxusercontent.com/u/52049309/Content.rar

ok after checking everthing else i then then noticed that in you vehicle blueprint eventgraph you have the “InputAxis MoveRight” pluged into a “Set Throttle Input” it should be a “Set Steering Input”

Fixed, thanks.