Hello, I’m trying to find the best way to create a tank in UE5. I have an extremely basic and rigid version but I want to get a solid base for the tracks and suspension in first. I have a vague idea how to go about this thanks to this video ([WIP] Spline tracks for vehicles | UE4 Prototype + Download - YouTube) But I don’t know enough about how to go about making this or finding any tutorials. If anyone has any pointers or help I’d greatly appreciate it.
Hey there @Meshii! Welcome back to the community! Have you seen this tutorial? It’s using the vigilante asset pack, but the same logic can be applied to other tanks:
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Thank you for the reply, I’ve watched it and it’s definitely given more insight into this sort of thing. I think I really want to nail down some solid tracks first and I’m going to see if I can do some research into the video I posted, they mention they used “Physics wheels, Visual wheels and a spline” Somehow
The reason most people fake it, is because unless your game is a simulator type game it’s often more expensive and less important to players to fully simulate the treads. A spline type would be fine for not super simlike. Did you download their prototype project? You may be able to reverse engineer it for more information.
Yeah I’m not going for majorly sim type, more of just an example to work on. It’s not neccesarily the things moving alot a spline I’m interested in, it’s more the fact that it bends and warps over the ground. And not yet, I’m going to take a look in a bit,
Turns out it’s way more complicated than I thought on this project haha
If they are doing anything fancy under the hood, it could get very complex fast! A simple version of their system would just be displacing the spline points based the tire location with a specific offset, and just having the treads follow that spline all the way around. I can get you some resources on the actor following spline part, and grabbing the wheel’s location is relatively straight forward from there. It may not have 1:1 perfect visuals like that, but it would “work” while being a bit less performant than something entirely faking it.
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Spline movement:
Instanced static mesh tutorial:
Thank you so much! That sounds like it could work really well, I’ve managed to get some physics wheels set up that have suspension so paired with your help I think it could be pretty close
You’ve got it! Getting those physics wheels location, setting each to a spline point, loop the objects forward or backward through the spline, maybe have it read the throttle or actual rate of movement depending on if you want to be able to spin treads, and that should get the effect you need. Please let me know if you have any questions about the implementation!
Will do! Shall I leave it unsolved incase I need to ask you something?
Until your request is solved you’re free to leave it open in case you come up with a better idea and post it. Marking it as solved will also deter any other would be posters, so if you want a possible second opinion it’s best to leave it open for now.
So I’ve been trying to get the suspension and movement working together, the wheels work great at simulating, but when combined with me controlling the vehicle, it doesn’t stop moving and it feels very slippery, you can see in the gif that when I release the forward button it still keeps rolling.
hi @Meshii
You do know there was a download for that video using the spline tracks with all the basics in it?
I’ve had a look at it and Im trying my best to work from it
This thread might help you get a bit more traction:
If that does help, here’s resources on how to set up chaos vehicles!
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Unreal specific:
Custom mesh: