How to stop Chaos Vehicle from tipping on turns? (UE 5.6)

Heya all,

I’ve got a Chaos Vehicle set up in UE 5.6. My physics asset weight (kg) is set to 2500, and in the Vehicle BP under Vehicle Movement Component I’ve got the masses set to 8000.

The issue: whenever I take a turn at semi-high to high speeds, the vehicle flips over onto one side.

I’ve played around with both the overall mass and the center of mass override, but I can’t get it stable. I tried adjusting the Y axis of the COM override anywhere from -10 to -1000. Around -50 feels like a sweet spot — the vehicle won’t tip on one side, but it still tips on the other.

At this point I’m stuck, so any advice or fixes would be hugely appreciated.

HI @TripleFourteen ,
I’m sharing the official documentation on the Vehicle Center of Mass, which can help you set up the configuration properly. It’s important to review the wheel setup to make sure they’re mirrored correctly and have identical parameters on both sides.

Also make sure to check the root bone configuration in your skeletal mesh. If the root is taking priority over the collisions, the vehicle may balance on that point instead of using the Physics Asset correctly, which can make it unstable and tip over to one side.

How to Set up Vehicles

Vehicle Center of Mass

https://dev.epicgames.com/documentation/en-us/unreal-engine/vehicle-center-of-mass-in-unreal-engine?application_version=5.4

I’m also leaving this video where they explain step by step how to adjust the wheels

If none of this works, let me know and we’ll go over it again!
Hope it helps!!

Hey Rocco! I’ll look aat the links you have sent me and I’ll give it a shot and let you know.

I actually don’t see the center of mass on my vehicle.. It’s set at 0, 0, 0 right now.

From what I understand, the Center of Mass in Unreal works as follows:

Physics Asset

  • Here you can actually see the center of mass.
  • To enable it:
    1. Open the PA_SportsCar asset.
    2. In the viewport, go to the view menu - Mass Properties -Center of Mass Drawing - All.
    3. You’ll see yellow spheres for each body (wheels and chassis).
    4. Select the main body (chassis).
    5. In the Details panel, look for the Mass Scale option.
    6. Adjust the value to give more “weight” to the chassis or other bodies.

The total COM is automatically calculated based on those bodies and their masses. By changing the Mass Scale you can shift it (for example, making it fall more on the chassis and less on the wheels).


Vehicle Blueprint

  • In the BP you don’t see the COM as a gizmo.
  • What you can do is use the Center of Mass Offset parameter inside the VehicleMovementComponent:
    1. Open your BP_Car.
    2. In the Components panel, select the ChaosWheeledVehicleMovementComponent.
    3. In the Details panel, go to the Vehicle Setup section.
    4. There you’ll find Center of Mass Offset (a vector X, Y, Z):
    • Changing Z moves it up or down.
    • Changing X shifts it forward or backward.
    • Changing Y shifts it left or right.

So , Physics Asset you can see it and adjust it by modifying body masses.In Blueprint you don’t see it, you can only adjust it with an offset.

I recommend starting by tweaking the values using the offset in the BP_Car, and only using the Physics Asset if the behavior needs more detailed adjustments.
I hope this explanation helps!