I love those sounds, they blend in really nicely.
Also the fact that you have ‘smoke, tracks, collision effects’ and such all working is interesting to see. It adds a lot.
I like it.
Getting some questions on how it was made. All things are done with native unreal engine functions and requires no extra plugins (so wheeledvehicle was used). Also everything was build with blueprints, so no coding skills required to understand it.
I am planning to submit it next week in Unreal Marketplace.
This is really nice!.
A Question
What kind of configuration requires the car?
I mean, if I want to use my own cars, what would I need? Skeleton rigged mesh, weighted? Bones for suspension etc.
I am having bad time learning to do those things so for me is not a so obvious question
When you make your car in a 3D program, make sure you connect the body parts, and have the wheel parts separate. Also make sure the axis is in the centre of there corresponding part:
Export the car as a .FBX file (or use the example file above) and place it on a good location in your project structure. In your unreal project go to: “PolyCar_Pack -> PolyCar -> Main” and open “car_mesh”. Above in this window click on “Reimport Mesh” and select the example car mesh file (or any other car .FBX file).
Now the project car should change into your .FBX car. Close the window and test it out. If you want to edit the car mesh, make the changes in your 3D program, overwrite your old .FBX (location you saved it before) and “Reimport Mesh” again.
just an update, some feedback of epic requested a little less drifty vehicle handling. So i worked this weekend in tweaking the handling (it stays kinda a drifty car, but with better handling), of course anyone can tweak there car different.
I also made a test/stunt track, so if you are working on your own car, you have a fun track to test the vehicle
This looks great! I can’t wait for it to be released. Do you know how easy it would be to change the tyre smoke to dust when on a dusty track or water effect for puddles?
Thanks! I already check for the current surface (different skidmarks for different surfaces) so it’s pretty easy, just make different particle emitters and spawn them based on the surface (what i already do for the skidmarks).
Haha thanks! when you do, let me see
Ps: it now officially has passed the Unreal review proces. So i think it will be released soon.
Probably need some work to make a game of it, but yes sure. You need to replace the car mesh (as described above) into your kart mesh. Then you have a basic kart setup.