I am creating a hover car where I only want the vehicle to move if they are touching the ground.
//check if we are touching ground
//if we are the enable acceleration and increase drag
//calculate the forward force
//add force
//If we not touching ground, then that means we are mid - air, so push me down by stopping drag CODE]
This is my implementation that I have come up with,

But the actor does not move, where did I go wrong?
Month ago or a bit more there was topic about creating hoovering vehicle.
To help its author with problems i created this example project: Dropbox - Error
It has 4 line traces to make it hoover, sadly it has tendency to flip over. So it requires some stabilizing code, which probably can be done with simple vector math (one that only responds) or a bit more advanced that solves “inverse pendulum” problem (but that has huge documentation on internet, jsut needs coding for blueprints).
Anyway you can dl my project ad see how i did it there.
Or google for “hoovertank + unreal” you get some nice tutorials.
As for your graph: turn on draw debug type, set it for duration or one frame. You will see where that trace vector points
My bet is that you rotated your mesh in 3d view and up vector is not pointing up.
Nawrot, thank you for the example. It looks different from what I have been following.
Sorry, my concept of choice was wrong. I am trying to affect a suspension feeling car, that you can see from this video.
I fixed my error, since there was no acceleration in the formula.
The problem with the video is as soon as my vehicle is not in the air, it loses the velocity, so if it were to jump off a ramp, then it wouldn’t continue going, it would just stop and fall down really slowly, despite physics being simulated.
That is one thing i did not experimented with yet in unreal physics. So i am unsure if unreal simulates inertia and momentum.
Inertia is probably done, but momentum i am not sure.
See if you have damping set for car physics mesh. Also if unreal simulates inertia, increase car mesh mass, then add more force for suspension.
You also can read car physics velocity, update it as long as car is on ground. When in air store that last “ground” velocity vector.
Then use force that accelerates car up to stored velocity minus some loss for drag force.
And your video is basicaly same as my hoover example. I just do not cut that traces at some small distance.
I swear in UT3 they created hovering vehicles by using invisible wheels and a really bouncy suspension system. Not sure if that would work in this case?
Yo, that was called the Mantis, I did use it but didn’t look at the unreal script for it when I had UT3. I’m trying to make the suspension system, but there’s no inertia when I’m off the ground, drag should be 0 so there should no resistence, therefore allowing my vehicle to resume the speed torwards its facing direction.
hi 6ispool, thanks for the input, i appreciate it.
impulse is a function right, in the blue print.
I’m familiar with Unity C#, so blue printing/ visual scripting is new to me. And it appears that the “rigid body” does not have drag. Plus my theoretical knowledge on physics sucks so bad, If i took a SATs exam on physics I’d still fail!