How to Setup a MarioKart like with physic?

Hi everyone. I’m actually student in a Game Design School in France and begginner with UE4. We have a technical challenge, we need to make a copy of MarioKart (Nintendo 64) using UE4. I tried to understand the wheeled vehicle preset but it looks really complicated for me so I try to create the kart my self using an empty project.

I try to move a BoxCollider using physics. I succeeded to move the BoxCollider in this forward vector by adding forces. But I have a problem when I try to turn with “Set Angular Velocity Node”, the forces on the BoxCollider dont change direction so the BoxCollider rotation on himself but it still move in the same start direction.

I tried using “Add Torque”, it works when the BoxCollider is in the air but when it touches the ground the rotation dont work anymore.

I dont know if it is possible to change the direction of active forces on the BoxCollider by Blueprint. Or maybe there is other way to simulate the kart ?

Do not hesitate to ask me questions if you need more informations, I hope my english is understandable.

Thanks you

The wheeled vehicle is the best approach in your case, because it simulates all the physics of a car, including drift, acceleration, friction… I guess you will spend less time trying to understand the wheeled vehicle than doing your own. There is a very nice official video from Epic teaching how to use the wheeled vehicle creating a time trial attack game, maybe it’s perfect in your case: https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gYdhCvvMKGpCF6LCgBz9XeS/VJj6rQpktyI/index.html

By the way if you think in make your own, extends the Character base class and use the character movement component at least and its methods to add movement input:

(But for real: try watch the video first, it is really simple and will save a lot of your time)

Ok thanks you for the quick answer I will work on the wheeled vehicle so :slight_smile: