[Twitch] - Vehicles in 4.2 - May 29, 2014

I tried with the 4.2 Preview from ~5/15
4.2 Github repo over memorial day and it didnt work (what those pictures were from)
Then i tried patching in some of fixes from tappy, but i think had some stability problems (contaminated merges).

I just reforked 4.2 and just did the 3-4 patches from tappy (Build/Android changes). Ill let u know how that goes. Then test the latest preview that was just put on github.

AI really isn’t that hard to set up, though. On the first day I ever touched BehaviorTrees, I made this - cars turning and racing towards the player:

and

Check out Peter Newton’s tutorial on BehaviorTrees, should teach you all you need to know! https://www.youtube.com/watch?v=VAAHKNoIg0w&list=PLV0qBSMhzPz4-x3bYt2q01c2PjXmUl1eX&index=1

I’ve worked with the physx WheelCollider in Unity, which is just a single raycast in a single direction. That doesn’t work well for round wheels. After hearing on the stream that the UE4 system also uses a single raycast I’m a bit worried.
If you have a wheel hitting a curb, will it only register a hit when the raycast at the bottom of the wheel hits the curb, instead of when the front of the tire hits it?
This becomes very important when you have wheels that are not in a wheel well, like on planes, where the angle towards the ground is not static. During taxiing, with the tail low, the wheel collider ray will be at an angle, causing spring compression, while when the plane is about to take off, the wheel ray will be straight down. Or if you have a wheel that can be mounted by a player, it will not work if it is mounted with the “top” facing towards the ground, because the ray is facing the opposite direction, even though there is no visual difference.

There have been examples of (proprietary) wheel collider systems that handle full circular collision, just wondering if UE4 will too.

I think this is one example (of many) of a system that would require a custom engineering effort. UE4 provides a LOT of functionality, but not all of it can be just right for every project. In this case, most games would do great with the basic PhysX solution, whole you present an edge case that exposes the weaknesses of that particular system. If you want to make your own vehicle wheel system that incorporates what you need, you sure can. You have full source access. You could even (possibly) package it as a plugin in the marketplace for others that require that specific functionality. However it’s good to have somebody that’s used the system and found specific issues with it so that others don’t have to go through the discovery process like you have.

Can we get a direck link to that twitch episode? I can’t find it and navigation of Twitch is really poor for a non-twitch user.