How do you do a vehicle in c++?

I know just enough c++ to get me into trouble, but not enough to get me out of it. (#c++newb)

I have been going over the vehicle API to try and do 3-Wheeled, N-Wheeled Cars, and N-Wheeled Tanks.
https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html#wheeled-n-wheeled-cars-and-n-wheeled-tanks

So I figured that the best way for me to do this would be to learn how to setup a normal 4 wheel drive vehicle in C++ before starting to change the code around, so that I can get a handle on what is what in the code.

Are there any tutorials or examples of vehicles in c++?

Best thing is, to use the currently supported vehicle setup I guess. There are tutorials on youtube channel for this.

open the c++ car template and have a look at the code it makes.

Ok, so the basic unmodified setup looks simple compared to the BP version, that is, until you start backtracking the functions and headers.

The underlying vehicle code is confusing me. Next to nothing seems to match up with the physx api: https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html

What would I have to do if I attempted my own implementation of the API?

not sure tbh,
i suppose you have read through this https://docs.unrealengine.com/latest/INT/Engine/Physics/index.html
all it gives really is a useless list of functions, typical engine documentation.
dont have the engine source atm but there are references to physics in the vehicle, there are also some related physics classes, possibly found through the wheel class. sorry i cant be more specific.

also there is a wheeledvehicle fix coming in 4.6, something was wrong with how COM was handled, this explains the crazy car behavior.

Can I get a link to that?

sure
https://forums.unrealengine.com/showthread.php?48843-Horrible-Car-Physics&p=163996&viewfull=1#post163996

Hi Tegleg

Can you give me link to download motor-bike project ?