It’s a lightweight C++ physics based Vehicle System. Its goal is to be super easy to setup and configure and most of all to make fun to drive vehicles. It also support drifting, which can be configured to be realistic or completely Arcade like (Mario Kart / Sega All-Stars Racing).
For more details, you can check the documentation or test the** PC Demo Version here:** Home - ArcadeVS
Hi I am on 4.21. I have setup my vehicle exactly as shown in your documentation and it works fine (however, you should change the instructions from Blockall collision to Pawn - took me hours to figure out why it wasn’t working, until I copied your collision settings from the kart). I have been tweaking the blueprint values and it seems I have an issue - to make the car leave the ground (without pressing jump) I adjust the ray cast length to be just above the target suspension height and this works fine - at speed I leave the ground, like expected. But whenever I land, the car stops like it hit something and then continues at speed - the car does not continue moving along the ground with the momentum it had in air. How to fix? All the other UE4 car mechanics I have got allow the car to land at speed without stopping and either skid a bit if landing at an angle, or just continue driving like a normal car would if landing straight - please hep - I really like th plugin otherwise - I don’t want to have to go back to the UE4 vehicle template I have been using previously… Thanks in advance
Hi moody.by.name, thanks a lot for the feedback! I’ll update the documentation.I see the problem you’re having, when landing jumps it feels like you hit a wall when the vehicle hits the ground. I remember experiencing this issue with some settings but though I got it fixed. Could you PM me a screenshot of your vehicle settings so that I can reproduce that easily ? Also I’m almost finished working on the next update which adds a nice animation system and many improvements, I’ll update this post with a new video soon!
Hi **e3pojedi, **I’ve just submited the build so it should be available in ~2 weeks hopefully! I’ve updated the documentation and detailed everything that’s coming in the update, feel free to have a look, it’s here: Home - ArcadeVS. Thanks.
Looks good! Is there a way to compile the current plugin for 4.22? I have a deadline of 2 weeks for a prototype showcase, and I would really like to get the vehicles improved before the deadline hits. @Poyoworks
Thanks!
This plugin is crazy amazing, but I need a few features more…
I need more control in reverse, because is hard back to the road after a hit, I guess if I could completely vary the behavior when it’s in reverse it would be nice
Reverse acceleration
Max angular velocity reverse
Reverse Brake
Can add brake to drift
Drift brake
and also how can I leave the car stopped while the countdown begins for the race? or when cross the finish line?
if there is a bit of slope, the car moves only, I try set disable “enable movement”, brake to 1, disable “simulate physic”, nothing work.
“enable movement” look like disable input, but not stop the car. or am I missing something?
A handbrake can be useful in this cases, because set brake to 1 make to the car reverse :eek:
Hey @Poyoworks , thanks for making this plugin and the support you gave me! The demo went really well! The only issue there was is the lack of physics sub stepping below 30FPS - when will this be patched? Thanks!
Look promising, but I meet some problems that will probably solved in future update (like when I break without releasing accelerate button, and then I release brake, the car don’t accelerate again, I have to re-press accelerate to move forward again or when I brake and the car go backward, I can’t turn anymore, for exemple) I just have 2 suggestions for now to help to fine tune a car: an helper to show where is the “Center of Mass Offset” and same for “Traction Offset” in the blueprint viewport will be perfect!
And, I can’t access to the ArcadeVS Content folder in the demo content, I can’t found the folder, even if I use Browse to Asset in Content Folder, nothing happen, so I can’t see your exemple…
Hey guys, thanks a lot for the feedback on the plugin!
@e3pojedi glad to know your demo went well I’ve got substeping on the list of feature for next releases. Its not the top priority right now but I’ll take care of it. Meanwhile if its a real show stopper for you I could help investigate why you’re getting frame drops under 30.
@nynjardin yes I know the way accelerating/braking worst in terms of priority is not perfect right now and can lead to some weird behaviors. For the helper you mentioned, I have the visualizer component that’s supposed to do that (it currently supports center of mass and traction offset), do you find it useless or would you have preferred something different? For the acceleration / brake, do you have an idea on how you would like those settings to be exposed on the vehicle system or how you’d like to be able to configure them?
I’ve checked your screenshots and yeah that’s not normal. Did you check the parameter for the number of wheels to be considered OnGround?
When you have this issue, you can press F8 to unpossess the vehicle, then click on it and select the VehicleSystemComponent. From there you should be able to check all the current settings, this should show you if its considered OnGround and if the suspension HitCasts are working properly.
Also you should activate the visualizer it will help you understand better what’s going wrong with the ramp
For the center of mass, I have activated everything needed to see it and when I play with parameters the little yellow sphere don’t move, I have supposed that wasn’t an helper, but it is. I’m little confuse to have so many strange behavior starting with my inability to found content folder in your exemple project : https://i.imgur.com/GkgIecg.jpg
I start thinking that can come from my UE4 installation, but before performing a complete reinstall, I want to check with you if I messed something?
For accelerating/braking, I think all exposed settings are enough, for what I think I need, a least for now, I’m just frustrated that I can turn when backing and can’t change the center of mass (for now )
Thanks for what you’ve done, look very promising and help me a lot on my project!
EDIT: I solve the turn when brake control problem, I use the third person template for testing Arcade VS, and I have to reconfigure all input
EDIT 2 : @Poyoworks since I can’t see what you have done in exemple project, can you provide better animation BP in your documentations that I can reproduce ?
EDIT 3 : I think the ramp problem come from that the animation is not set, I do some play with the demo project and the behavior look to be different (I can’t replace demo project cars by mine, so, I can’t perform more test for now)
For the ramp, the problem come from the friction, the friction of the mesh is to high it stop directly the vehicle when it hit something: when I jump to high, the car stop at floor impact and start again from 0. Also, when I hit a wall, even by a car angle, the car face the wall it hit directly.
All of these problems just come from the friction, I think, so, do you plan to add an option for that to in future? (if not, I’ll looking for a solution by myself, just to know if I have to wait)
Thanks again!
EDIT: I have done some test with Physical Material, and that works well for the ramp!
EDIT2: Just a feature idea, add an option to set Target Suspension Height per wheel (at least by pair) for vehicle with different wheel size (like tractor, for exemple)
EDIT3: @Poyoworks This is what I see on your exemple project on a fresh install of UE4 :
Any tips on how to use the arcadeVS light kart to to replicate a rocket league style vehicle?
Basically, more air control, in-air boosts and such. Any direction would be highly appreciated. Is there some in-built functionality I can leverage to achieve the same? Thanks