PhysX Vehicle Impelementation

Hi!

In the past I worked on UE4 vehicle components. I even extended the UWheeledVehicleMovementComponent to support manual transmission. Now I want fully custom vehicles, so I started my PhysX vehicle implementation. Looking deep in the engine code, vehicles are so much integrated into the engine. I wrote the classes required (AnimNode, AnimNodeGraph, AnimInstance, etc…), but I could not get a fully working vehicle. I want to know if it is possible? If not, I will stop the research.

Thanks.

The problem was caused by wrong suspension setups and wrong SuspForceAppOffsets. Now it kinda works.

There is a change in 4.15 that the vehicles were moved to a separate plugin so you can have a better look at the system it no longer merged with the engine code.

https://github.com/EpicGames/UnrealEngine/tree/4.15/Engine/Plugins/Runtime/PhysXVehicles

Some code was changed in 4.14. I believe it is due to PhysX SDK updgrade. For example: UPhysicalMaterial has properties related to TireFriction. I think this is nonsense, it can be moved to UTireType since UPhysicalMaterial is a very core component of the engine. Also FPhysXVehicleManager is referenced in so many places. I’m happy to hear that vehicle API was separated from the engine.

Also I wonder why TireForceShaderFunction is overriden? Why not the default? Camber angles are not supported, Roll axis of the wheel is always 0. Is it on the plan?

Thanks for the info.

http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/MigrationTo33.html

This guy did a custom physics vehicle (not using c++ unfortunately) Custom physic vehicle simulation! Project download included. - Community Content, Tools and Tutorials - Unreal Engine Forums

I have been trying to decide what to do about vehicles as well but everything I read about phsyx Vehicles everyone says they are fundamentally broken due to wheel collision handling.

I think PhysX vehicles are satisfactory. There are some good examples out there. Fully implementing without PhysX will be a hard challenge. What I’m trying is to tweak my vehicles when I need it. For example, manual transmission or do not auto reverse when pressing brake. I just don’t like the UE4 way. Btw, I worked in a simulation company and implemented some weird vehicles.

Well looks like it is working now. I’ll try to post a demo.

Finally finished. I submitted to the marketplace and it is under evaluation. Here is the video URL:

Any idea of when this will be for sale on the marketplace and for how much?

The submission is under evaluation for a long time. I can’t give an exact time. The price will be 49.99.

@Bumbala

Hi,

  • Is the plugin server or client authoritative?
  • Does it support dedicated servers?
  • Does it support world-origin rebasing?