I tried compile from master branch but it doesnt want to compile for 4.21, im using UE 4.21 Vs 2015.
i’m pretty sure ue4 moved onto vs2017 awhile ago
Well it does state in its release that vs2015 is still supported with 4.21 and yes it does work /compile i have successfully compiled the 4.21 version of Fmod with vs 2015 & 4.21.
Well, ok if the plugin has been compiled with vs 2017 can someone please upload a 4.21 binary branch. i cant upgrade at to 2017 do to the lack of HD space and blote that comes along with 2017, not to mention i cant buy another HD at this time, so i would greatly appreciate it. Thanks
ok so i got this to work, now i have a silly question, how do you setup the transmission like you know automatic transmission for a car? Am i missing something? I really just want to use this for vehicles like cars motorcycles, i dont really have any use for tanks though, any suggestions or help please, Thank you
There is no template in MMT for this. The simplest would be to make a small AI that changes gears of mechanical gearbox at the right time.
Ok so i have to create the logic for the gear changing than? Do i have to do the same for the rpm’s to, i ask because i use fmod and i would like to setup vehicle sound with it too.
RPMs, gears and engine torque are directly related. Watch some videos to understand how it works, like this one:
Basically what you need to do is this:
- track your wheel rpm and calculate engine rpm from it, taking into account gearbox
- from engine rpm and throttle position you derive engine torque, using torque curve or some formula
- now the engine torque is passed to the wheel through gear box and it’s value will change
- apply new torque to the wheel, which will change its rpm
- repeat cycle from 1
its important to add some logic of “neutral” gear and clutch, so engine can be accelerated to a minimal necessary rpms. Clutch is needed to connect accelerated engine to the rest of the drive train when wheels are not spinning.
I somehow was not able to set up the ground deformation even though I used the right material and the right capture actor. I applied it to a landscape but it didn’t change but the default height where the wheels touch the ground. I used the brown tank just like in the GIF
A number of things have to happen in order for it to work. Displacement is done using Render to texture texture, that is prepared by “capture actor. Capture actor can see only track decals and a copy of the landscape that have a pure black material applied to it and placed somewhere under the regular landscape. So you need a copy of landscape and decals spawned for tracks.
Then displacement material works only near the camera to keep tesselation to minimum, so you have to be relatively close to the ground and to the vehicle to see effect.
Im not sure why I made it such that capture actor follows the vehicle - it makes more sense for it to follow camera.
Anyway it’s just a prototype, proper thing requires much more work. It shouldn’t require a copy of landscape and decals should be done as splines.
Update:
Added binaries for 4.21 version of plugin and update MMT Content to 4.21
Nice, Thank You.
Hi
When can you upgrade plugin for 4.22 ?
will there be a 4.22 soon?
I am finally digging in this, with current goal - make kind of caterpillar tank robot platform, will be on shorter basis than “normal” tanks, less wheels. Watched 3 parts of video tutorials by Peter Pankras (big Thanks to him). There is that question - settings of treads are still that lot of manual work, nothing changed recently? In any case, big Thankyou to Author for this asset, plugin, examples.
EDIT: well i actually already have “something”. It is not that bad, editing treads, kinda fun even This my early test thing is super unstable (even if center of mass moved -X a bit, but that’s definitely my fault with this chosen “design”
Hi, I wanted to say thank you very much for making this plugin, it really helped me solve some issues I was having with a prototype I made. I honestly wish there was something like this in the default unreal BP system and think it would be a great addition to the engine.
Like Porckchop I would love to see a 4.22 version if you have the time!
Thanks again!!
can someone please tell me how to get wheel hit results from ue4’s wheeled vehicle wheels thru a c++ function library, like maybe a code snippet or something? I want to get surface material and at track and particle effects to it without additional traces.
@porckchop @CarvedPixel
Updated both plugin and content to 4.22. Haven’t done substantial testing, on a first glance things work, there where just one small irrelevant change to get it running in 4.22
@ Thank you very much! I will try updating after the weekend! thanks again!
@ Hi, am sure you are very busy so not sure you will have time to answer but I am running into an issue with velocity calculations (particularly velocity at point calculations)
I think this might be more of an unreal issue (or a issue in my math/Nodes) but thought I would ask to see if you had any pointers on what best to do. I have done lots of tests but here are a few that seem most relevant…
All tests use the “Event MMT Physics Tick” to run them.
First Test… I got the root location of the Physics Body and got velocity at that point (Printed that to screen) and compared it to the Physics Body component velocity (Also printing that to Screen). The result of this was two vectors that match Exactly every Physics SubStep! Yey
Second Test… I got the Location of the Physics Body for the current Physics SubStep and Subtracted that from the Previous Physics SubStep Location of Physics Body then divided that by the SubStep DeltaTime (from the Event MMT Physics Tick - Substep Delta Time) to get the Velocity, I then compared this with the Physics Body Component Velocity. (Again Printing both Vectors to screen and comparing)
The Results where not exact, values could be off by a small amount. Is this likely due to the SubStep Delta Time being slightly rounded?
Last Test… I got the location of a component (away from root this time) for the current Physics SubStep and Subtracted that from the Components Previous Physics SubStep Location, Divided the result by the SubStep Delta Time (from the Event MMT Physics Tick - Substep Delta Time) to get the velocity, I then compared this to the result of a “Get Physics Linear Velocity At Point” of that components location on the Physics Body. (Again Printing both Vectors to screen and comparing)
The results where different by quite a large amount (depending on how fast the component was moving)
Basically I was trying to understand why the results where different, is it due to the SubStep Delta time?
Does “Get Physics Linear Velocity At Point” work on Physics Substeps?
or is there something else I am missing.
Thanks in advance for taking the time to read this.
(Its quite possible I have messed something up in my nodes, as vector calcs are pretty new to me. :-S Sorry if that is the case!)