How to access/modify Wheels information in Chaos Wheeled Vehicles

So I’m able to rig and create a Chaos Wheeled Vehicle in my project.

When creating the class, I selected ‘WheeledVehiclePawn’ and all is well. I created wheel profiles for both axels and the class behaves as expected for both AI and player controller-based instances.

I was even able to create a generic 4-wheeled class and attach different meshes to allow for variation in my car models.

I can even have different wheelbases and replace the skeletal mesh with different bone positions for the wheels.

All this can be controlled from a single Blueprint Class.

This works perfectly if the cars share the same wheel radius. Because when there are different wheels, there is no way of accessing or modifying the wheel data/wheel config.

This information is not accessible via the ‘Vehicle Movement Component’ which is added by default each time to create a Wheeled Vehicle Pawn. This is where you set the wheel information but there are no nodes in the context to access them.

There exists load of nodes to get and even set the wheel information but this has to come from the Chaos Wheeled Vehicle Movement component. Yet, this is NOT added to class when creating it and adding it does all kinds of weird things (I assume because there is already the Vehicle Movement Component added by default and you can not delete it).

So my question is, is there any way I can use Blueprint to modify wheel information dynamically for customisation purposes? Is there some way to access the Chaos Wheeled Vehicle Movement from the class created when you select WheeledVehiclePawn from the class list?

Thanks in advance.

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What’s your approach for different wheelbases? Can you modify them at runtime (at least when a vehicle is initialised/spawned)? I’m trying to do that and can’t quite figure it out.

DId you find solution?