Almost forgot something else. With this new system, sounds can be properly added for pretty much everything. Reeving of engine, starter sound, rolling of tracks, brake plates, shifting of gears and collar grinding in the gearbox.
I remember @Dealman had issue with engine reeving sound as tracks, in old system, would start rotating before engine gets over idle RPM. Here it should be fixed as components are independent. Some of the values might not be exposed out of the box but it’s easy to add them.
holy smack… insane mate!
Thank you, OldRaven! I’m still not sure how to implement differential in such system.
Btw, could you please reply to my pm that I’ve sent to you few weeks ago?
Hey!
I see I have notifications turned off… so did not see your PM … sorry about that.
I will answer tomorrow morning.
Finally finished a 2 month project for an off shore company… so I can finally get back to my tanks
Updated first post:
- moved usage instructions into GitHub repo wiki
- added direct links to videos and forum posts when certain things were announced (should be easier to find relevant discussions)
From now own, I’ll be adding explanations directly into wiki, so documentation process can start moving.
Forgot to mention something about the drive train, during last refactoring round some things got broken and as don’t see a way hot to fix them easily I’ll rewrite components from scratch. Shouldn’t take much time and code will be cleaner as I can drop some unnecessary variables and functions. I might change communication interface slightly to support multi connection of components like in case of differential, where we have one component on one side but two components on the other side.
There is something which would greatly improve usability of modular drive train - sounds. Doing a visual indication of something happening/not happening in a drive train is not very intuitive - with sounds it’s much easier to demonstrate that gear has troubles shifting or starter can’t start the engine. But here is an issue with it, I don’t have any experience in sound production and I can’t purchase sounds for this project from any marketplace as sharing them like this would be a form of distribution. Even majority of royalty free sounds have a license limitation to not distribute their content, while otherwise it can be used freely. I would really appreciate if someone can donate such sounds or point me to a collection, which uses public domain license.
Can you be more specific what you need, like a list.
Here are a few raw recordings. If something in that direction would help, our soundman can quickly do a few recordings and prepare them as single audio bits. It’s easy to take some samples from the car. Sounds a bit whimsy though.
Thank you for offer, BlueBudgie!
The ideal list would be something like this:
- starter engine (which is I assume is just a noise of the rotating crankshaft and moving pistons without combustion in cylinders)
- engine with ignition on (if I understand correctly sounds change with RPM is done by modifying pitch in the UE4)
- clutch locking
- gear shifting
- gear box collar grinding
- movement of the tracks (not sure how this should be handled)
^ describing as I can without understanding how it works. I’ve checked samples, what kind of software would I need to cut it into pieces? To play something like a short segment from clutch locking. Or you mean something else?
Before doing anything we have to be clear with licensing terms, if people can freely use it or not and if it can be included as part of the sharable source.
Worst case scenario I could go with this:https://youtube.com/watch?v=_m6icEz7jII:D
You can download Audacity and cut the samples into pieces. For example cut out the engine ignition from the dl link. For some money the next best thing is Acoustica Mixcraft.
Or buy a Tascam DR-05 + Tripod as an investment and put it around your car or do the beer can thing in front of it
Yes, easiest way to do higher gears is by pitch.
Not sure if we want to guinea-pig our cars to get starter sounds without engine ignition We need them.
Or maybe Epic donates the sounds from the racing game example.
I just did it quickly. Lots of single engine files. No masterpieces, but maybe it helps. (The engine sound should naturally loop in UE4)
Here is the dl
https://drive.google.com/file/d/0B_g3hVIuNxkUanVOS194a1NBZkk/view?usp=sharing
Wow! Thank you!
I just got starter press out, will cut very short piece right after that and it should sounds as a starter just fine.
Hello. First of all that plugin is really awesome.
Second thing, whenever I trying to add variable to my character from ANY of your Blueprints (in this case M113).
After restarting Unreal Engine I getting this error :
When I deleting M113 variable from my character BP, error disappears.
I’m not sure what are you trying to do. Are you adding a M113 blueprint (which is pawn) reference as variable? How do you set this reference?
I wanted to possess M113 blueprint. Everything works but when I restarting Unreal Engine, I getting these errors. Everything is because of adding ONLY that variable into “Variables” table.
Here you can see how I adding it into my Character Blueprint. After adding it and restarting client, errors shows up.
I’ve just added variable of M113 reference to the LightTank BP and it works fine, no errors in editor after restart. How are you spawning M113 and set this reference variable?
I even not spawning it. Let’s say I just adding that variable, closing Unreal Engine, opening it again and there are errors. When I trying to check M113 for example, it does not see parent class “A_TrackedVehicle” and A_TrackedVehicle dont see MMT.MMTPawn.
I recompiled source by Generating Project Files + also rebuilded it in VS.
After restarting UE :
Something went wrong with recompilation then, the only c++ class I have is MMTPawn which is added as part of the plugin. How exactly did you re-compiled it? Did you added some c++ class from the editor first or Generated Project Files before opening the project first time?
I just added Content folder and Plugin folder into my project. After that I Generated Project Files and recompiled my project by entering VS file. I can play on map, can do anything but after adding that variable, UE going crazy.
I don’t think you are suppose to just copy Content folder. Normally, assets should be migrated from one project into another. Anyway, it looks like plugin doesn’t compile properly for you, did you got any warning or errors on compilation?
I starting project without errors. Copying always worked for me, also it’s not like plugin never worked. It working well till I trying to add variable. Its weird that Blueprint is just missing classes.
The point behind migrating is to have a proper referential integrity and “proper” assets. I’m using git as version control and files on hard drive is not the same thing as assets in the project. For example there are two “Blueprints” folder from the file system point of view but they are visible as a single folder in the editor. There some redirectors too, which you don’t see from the editor.
Migrate assets that you want to use and check if you get any warnings on compilation.