import the car from blender to unreal two of tire show transparent how to resolve it?

im beginner to unreal engine thank you for help

1 Like

hi,
nice model :+1:
looks like the two tires have flipped normals…
check it in blender with the face orientation (red is bad ^^)

select the faces and hit ALT+N and choose flip or recalculate :slight_smile:

hope this helps you :slight_smile:

cheers :vulcan_salute:

thank you also same to other car and bones is it right? or something wrong

hi looks like the front tire is also flipped… easiest way is to throw them back in blender and flip the normals (only normals need flipping; this can come from mirror or copy them with negative scale) if all is blue then it should blend :slight_smile: or if you need a quick fix make the material double sided but that is not the ideal fix…

nice models :+1:

cheers :vulcan_salute:

its work thank you … can you check the bone is good or not

1 Like

Make sure the wheel rotates on the Y axis (Green). Also, I would put the root bone to the 0,0,0 just cause it would irritate me to see the red line (although Unreal basically puts the root bone to 0,0,0 automatically, so it should not be a problem).

i thought its problem because the car not moving i checked youtube and tutorials …blueprint to resolved i couldnt so i test another car is work but this one want to know how resloved with your help.

I don’t understand I’m sorry :frowning: what is the issue?

first issue resolved …the second issue the car in image not moving i checked everything is good the blueprint and anime ,front ,rear but still not moving
the third issue on other car brake not working

thank you very much

If you click on the wheel bone and try to rotate it, is it rotating? Or you mean it is not moving in the level? Or what is not moving?

I recommend you to check this video on how to chaos vehicles work in Unreal (Driving Around: Exploring Chaos Vehicles | Feature Highlight | State of Unreal 2022 - YouTube)

on the level

Make sure your car mesh is set to “Simulate Physics”


checked still not moving

If you place the car into the scene and simulate the game. Does it fall to the ground? Does it move when it falls? You need to make sure your physics asset is working properly, that you have the wheels set up, animation blueprint etc… Can you check the video I’ve sent you? It is 20 minutes but you’ll learn all of the necessary basics needed to find your issue (Driving Around: Exploring Chaos Vehicles | Feature Highlight | State of Unreal 2022 - YouTube)

i watch the tutorial and i applied all steps still not move stuck in air when hit play

Then you very likely did not set up something correctly. The car staying in air when you click the play button is a physics issue. If you are sure that your skeletal mesh is simulating physics, then you probably have some issue in the physics asset. Can you post the picture of it here?

yesterday I asked chatgpt about car not moving at all even front wheel not turn he told me about pivot point where to fix it

To check that the pivot point for a mesh is set to the center of mass in Unreal Engine, follow these steps:

Open the mesh in the Static Mesh Editor.
Click on the “Details” panel on the right side of the editor.
Scroll down to the “Static Mesh Settings” section.
Expand the “Body Setup” dropdown menu.
Click on the “Mass Properties” dropdown menu.
In the “Mass Properties” section, you will see the “Center of Mass” field.
Click the “Recenter” button to reset the center of mass to the default value, which is the geometric center of the mesh.
If necessary, adjust the center of mass to a different location by using the “Location” fields.
It is important to have the pivot point for the mesh set to the center of mass so that the physics simulation can properly calculate the movement and rotation of the object. If the pivot point is not set to the center of mass, the object may behave unexpectedly in the physics simulation.

The center of mass of a vehicle can vary depending on the shape and weight distribution of the vehicle. However, in general, the center of mass of a vehicle will be close to the center of the vehicle, and usually slightly towards the front due to the weight of the engine and other components.

The center of mass of a vehicle can vary depending on the shape and weight distribution of the vehicle. However, in general, the center of mass of a vehicle will be close to the center of the vehicle, and usually slightly towards the front due to the weight of the engine and other components.

To find the exact center of mass of a vehicle in Unreal Engine, you can use the following steps:

Open the Vehicle Blueprint in Unreal Engine.
Click on the “Mesh” component in the Components panel to select it.
In the Details panel, scroll down to the “Body Setup” section and expand it.
Click on the “Mass Properties” dropdown menu.
Check the “Override Mass” checkbox to enable editing of the mass properties.
Enter a value for the mass of the vehicle.
Click on the “Recalculate Mass” button.
The center of mass of the vehicle will be displayed in the “Mass Properties” section under “Center of Mass”.
Note that the center of mass may change as you add or remove components from the vehicle or adjust their positions. It is important to keep the center of mass as close to the actual center of the vehicle as possible, while also taking into account the weight distribution of the various components.

Send me a screenshot of your physics asset.

Also run this command in the console, press play, and send me a screenshot. (ShowFlag.Collision)

Also if you want, you can upload the project somewhere and I can take a look. Might be better because it is kind of hard to communicate with you.