[OPEN-SOURCE] Machinery Modelling Toolkit

Will the plugin be updated for 4.26?

When it’s not a “Preview” anymore.

Hi Bored Engineer, many thanks for sharing your talent with the world. So glad that I found your plugin.
My tank easily gets stuck on uneven terrain. How to make the tracks loose to touch the ground to have grips. sorry for the silly question. I’m a beginner.

@ saw your physics math posts in another thread when I was going to make my own raycast vehicle physics. When I saw this and it having a solution for substepping etc. It seems like using your system is the way to go! The functionality of these physics looks really cool. Is there any step by step instructions on how to get this going in my own project? I’m using 4.25 and tried to copy in the latest git plugins folder from MTT, it said it wasn’t made for that version, tried to compile itself and failed. I’ve only ever worked with blueprints so not sure how to get any of this going. Any help from either the man himself or anyone here who has got it working would be much appreciated :slight_smile:
Keep up the good work

Can’t wait for the 4.26 plugin update! : )
Already tried to rebuild it myself, but failed… Having substeps exposed in blueprints is just so convenient.

@, hi there. I have a question, it’s not about the plugin (but the plugin is nice by the way). My goal is to find a way to predict physics for a ball (sphere) as good as we can in Unreal Engine.Ball can fly, roll, bounce, so there are many variables should be taken into account… Is it possible to make something like separate physics scene running on the background where i’ll put initial setup, simulate this complex movement and finally return obtained data to the main game? Or any other solutions?

Been trying to compile the plugin for 4.26 - first it was throwing errors asking for all the header files to be the first includes in each CPP file, which I did, but now I’m getting two more errors:


Error LNK2019 unresolved external symbol "__declspec(dllimport) class UEnum * __cdecl Z_Construct_UEnum_PhysicsCore_EPhysicalSurface(void)" (__imp_?Z_Construct_UEnum_PhysicsCore_EPhysicalSurface@@YAPEAVUEnum@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FBytePropertyParams const Z_Construct_UScriptStruct_FContactPointDataStruct_Statics::NewProp_PhysicalSurface''(void)" (??__E?NewProp_PhysicalSurface@Z_Construct_UScriptStruct_FContactPointDataStruct_Statics@@2UFBytePropertyParams@UE4CodeGen_Private@@B@@YAXXZ)

and


Error LNK2019 unresolved external symbol "__declspec(dllimport) class UClass * __cdecl Z_Construct_UClass_UPhysicalMaterial_NoRegister(void)" (__imp_?Z_Construct_UClass_UPhysicalMaterial_NoRegister@@YAPEAVUClass@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FObjectPropertyParams const Z_Construct_UClass_UMMTSuspensionStack_Statics::NewProp_ContactPhysicalMaterial''(void)" (??__E?NewProp_ContactPhysicalMaterial@Z_Construct_UClass_UMMTSuspensionStack_Statics@@2UFObjectPropertyParams@UE4CodeGen_Private@@B@@YAXXZ)

I tried adding PhysicsCore as a dependency to the project’s build.cs, but no luck. I can compile it just fine in 4.24, not sure what’s changed for 4.26

Hey, i answered how to update to 4.26

https://github.com//MMT_Plugin/issues/8

I was going to reply that I’d already tried that, but when I double-checked I saw that I’d misspelled “PhysicsCore.” Compiling with the correct spelling worked perfectly.

Hi VL4D and Pathtracer.

Just a question. There are 2 versions of UE 4.26 available right now, as far as I know, the standard one with PhysX still enabled, and the 4.26 Preview with Chaos enabled as the default physics. ( not the source from GitHub). Which version have you been able to recompile the MMT plugin? I have been using the Preview with Chaos here without success with VL4D’s work around.

And one for., Will your planned updated of the MMT plugin work with Chaos enabled physics in UE4?

Thanks ahead for the replies.

I compiled it with the standard PhysX branch, haven’t tried anything with Chaos.

Thanks for reply PathTracer.

For some reason i cant seem to get the plugin compiled for 4.26. I did a blank project using c++ and attempted to convert over - no luck.

Updated plugin to 4.26
I’m using Launcher version, so I guess it’s a regular NON Chaos version.

Thanks so much for this plugin ! Could you please re-upload the 4.25 version of the plugin to the Github? That branch seems to be the same as the 4.26/main branch now, and I need it for 4.25.

Good catch! It’s fixed now.

Thank you!

Hello devs, i have a little question about custom tick events. My pawn logic is splitted on two phases: 1. pre physics tick (pawn tick group) 2. post physics tick (custom script component with post physics tick group) . In pre physics tick im calculate various physics forces and apply it to my pawn, in post physics tick im store main parameters (ground detection by traces, climbing ledges detection etc) for next pre physics tick. The reason is ground / climb traces can be overlapped in pre physics tick by non physical bodies such a platforms etc. which driven in level blueprint by set/ add transform, level sequences and other methods. But now with MMT i have access only to one substep tick group.
For example: 3 pre physics substep events for forces calculation, and only one post physics event for store parameters. Is there possibility to access both substep tick events in pawn blueprint using MMT plugin? Sorry for my English.

There is just one sub-step physics tick as far as I know. You can check how it’s exposed, it relies on a callback from the engine, you could bind more events to it but they will fire at the same time. Anyway, I don’t think there is a use-case where you need multiple physics sub-step events. What you describe doesn’t require additional sub-step tick as non-physics actors are update only ones a frame anyway. So you can do ledge detection in the sub-steps but that will increase accuracy only with respect to physics driven objects.

what has changed in the latest versions of the unreal engine, i just realized that the draw and prints are working with substep?