Good evening, Sir!
I think met the same problem with you. Luckily, my friction works correctly and the tank doesn’t slide everywhere. But when i try to simulate it, my tank keeps bouncing up! I have checked almost all the codes, functions even variables in A_TrackedVehicle to ensure i haven’t change the logic. And I tryed some other body masses, physics-framerate- sub_stepping deltatimes and different suspension configs like stiffness and damping. In my view, the function “Check Wheel Collision” makes the error, and in the collision check function the “Trace for Suspension” causes we get a invalid suspension application force. My suspension will bounce after it collided with ground with the config that if i reduce stiffness the suspensions will not brace the body anymore.
Could you tell me how you deal with the problem? And i can provide more imformation if you want. Thank you very much!
Any chance to have an update for make it work with UE5 and Chaos ?
Compilation succeed with just one error to correct. But not react like before
All good. I make it work. All works like before 
Can you tell how?
any news for 4.27?
Any chance someone could share how to use this awesome plugin on UE5?
Would be immensly appreciated!
Thanks.
Is there any chance to make it work for 4 tracked vehicle?
Hello, any chance for a UE5 Example project?
Yes, MMT has been recently ported to 4.27.x
Any link to a UE5?
Having recently done the port to 4.27.1, porting it to UE5 is going to be so immediate given the fact that UE5 uses a different physics engine (Chaos Physics) with a different way to handle physics-substepping and contacts modification. There will need to be some substantial rewriting of the code to make it happen.
As much as I am amazed by this incredible work, as much as this saddens me, as it will delay my game early access :S :S
But, again, I can’t express how much I admire this work.
If there was any early access solution, I would be more than happy to test it.
Happy holidays …unless u celebrate festivus like the rest of us :))
You have to thank @ for all his amazing work and knowledge sharing. I just contributed with the port to 4.27.1. Happy Holidays / Merry XMas and a great start to 2022!
I can’t wait for a UE5 version <3
In UE4 (4.27.2) project have low FPS. What is connected with low FPS?
Had to change one file to get it to compile for UE5
// AddTorque to a component using BodyInstance as its valid during physics sub-stepping
void UMMTBPFunctionLibrary::MMTSetInertiaTensor(UPrimitiveComponent * Target, const FVector& InertiaTensor)
{
FBodyInstance* BodyInstance = GetBodyInstance(Target);
if (BodyInstance != NULL) {
FPhysicsActorHandle PhyiscsActor = BodyInstance->GetPhysicsActorHandle();
if (PhyiscsActor->IsInitialized())
{
FPhysicsInterface::SetMassSpaceInertiaTensor_AssumesLocked(PhyiscsActor, InertiaTensor);
}
}
}
and add a header file
include “PhysicsProxy/SingleParticlePhysicsProxy.h”
I am using UE 4.27 and same version for plugin
I build test project for windows, and when opened it get this error

Fatal error:
[File:D:/Build/++UE4/Sync/Engine/Source/Runitme/CoreUObject/Private/Serialization/AssyncLoading.cpp][Line: 3159]
Could not find SuperStruct MMT PhysicsTick to create MMTPhysicsTick
Mobile build also shuts down on launch.
My blueprint project use substep tick, get transform nodes from plugin.
Hi de, I am a college student currently trying to do a simple simulation of a tracked vehicle using MMT, and I am curious if there are some references to the dynamics equations in it, or if you wrote them yourself. Thank you very much!
Woha, would you be kind and share the plugin files for the UE5?
Managed to get it working in UE5 thanks to this post! You’ll need the following:
.Net 3.1 Framework
Windows 10 SDK
Visual Studio (Select Game SDK when installing)
Download the addon, build using visual studio, change the line Paul suggest:
if (PhyiscsActor->IsInitialized())
and add the header, and it just works ![]()