I want to make a game that has car physics similar to “Rocket League”, although the cars are going to be hovering off the ground. I understand how to use the character controller to make a walking and jumping character, But I do not understand how I can make an actor do more of a driving like physics that can also be controlled in air.
Thank you very much. This is very helpful. So much I didn’t know just in that one video alone. Although I am sort of new to blueprints (sort of, but have a background in C++), which leaves a lot of questioning onto HOW these techniques can be done (such as making the suspension actually act as springs…)
EDIT____
Somewhere on the page, I found a great video that practically gives an explanation of it- excluding how to get break/start to look jolted (when breaking/switching to reverse, it will slant forwards slightly). It also skips how to add an automatic gear like system (so speed can ramp up, and not have instant stop and reverse; so the car slows down to a stop instead of a more instant stop).
vehicle template when creating new project? Sounds like you never tried it …
I didn’t like it and wanted to start fresh so that I can learn a lot of blueprints stuff such as (simple things like) add torque. I also want the more extreme control of my vehicles. Although, right now it acts… abnormal. The vehicle shakes a lot when moving (even simple falling), and when it flies through the air- it just stops and starts falling slowly like a feather.
Dropbox link for unbuild version of it currently (it should load in unreal engine).
Try to use sub-step in physical simulation in project setting , it should make physics more smooth
I tried sub-step, but it made no difference. I even ramped it all the way to maximum of 16 sub-steps (if it could even reach that much), but no visual difference. CPU load was only around 50% during gameplay (with unreal and firefox open). Vehicle still suddenly stops in air the same, and still jitters the same.
EDIT
I found out all the jittering was caused by motion blur, but it did not solve the horrible physics of falling/flying through air. I adjusted bother linear and angular damping to different values, but it always ends up either going slower, or still stopping mid air(negative values did not help, although simulated a much more realistic falling rate to what I wanted)… I am looking to have a more parabola like look as the object flies through the air (goes up and down at same rate)
Edit 2:
In a hack job way to try and fix it, I tried applying force whenever it is pushed into the air. But it did not turn out well- including the ability to just start flying through the air controllable way. I don’t know how to only apply based on world X/Y. But there has got to be a better way than a script/blueprint.
Edit 3:
Did not ever look into my HoverComponent event graph; and I noticed it was majorly holding down linear damping to a whole 3. Make it fall like a feather. With removing that portion, I now have a lot more control and it falls better.
there is always this project you can download and learn from
oh and the youtube channel on wich the videos are uploaded have quite several vehicle tutorials too!