Looks like blueprint library plugins are still broken at runtime outside of the editor with 4.13p3?
[=;620835]
Pretty sure the regular vehicles are still hardcoded to have 4 wheels. With SimpleWheeledVehicleMovement component you can place as many wheels are you want.
Basically you setup the simple wheel like this:
- Create Actor/Pawn
- Add skeletal mesh for vehicle and setup it same way as you’d setup regular ue4 vehicle
- Create wheel assets like you’d do with regular ue4 vehicle
- Add SimpleWheeledVehicleMovement component and add wheels to it
- Create AnimBP
- Add forces to wheels you want to drive and steer the wheels you want to steer manually from your code
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Thanks for the reply,
The problem I had with the new SimpleWheeledVehicleMovementComponent is that it declares itself as “not a scene component” in my Pawn BP
and with zero documentation as yet, I have been struging
This is the first preview I have used, you don’t have to compile it before use or anything ?
The reason I ask is that 4.14 really screwed up the collision mesh of my track splines.
Cheers G
Hmm is it just me or is 4.14 Preview 3 not importing FBX UV Channel 0 correctly anymore?
Imports 1 or 2 just fine from 3ds max but channel 0 doesn’t come through and gives me the overlapping error?
[=Sly401;620909]
Thanks for the reply,
The problem I had with the new SimpleWheeledVehicleMovementComponent is that it declares itself as “not a scene component” in my Pawn BP
and with zero documentation as yet, I have been struging
Cheers G
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Movement components are never scene components, they are always actor components as they don’t need a separate transform within actor/pawn.
If you take for example car from regular vehicle template, you can build a new pawn with it’s skeletal mesh. Just follow the steps I described and you should have a car running in no time.
[=QBert;620942]
Hmm is it just me or is 4.14 Preview 3 not importing FBX UV Channel 0 correctly anymore?
Imports 1 or 2 just fine from 3ds max but channel 0 doesn’t come through and gives me the overlapping error?
[/]
Cannott confirm! Tried with a simple box, 3 different UV layouts in channel 1-3 (0-2 in UE) and all works fine.
Spline mesh collision corrupted in 4.14
Hi folks, I have a repeated (different projects) problem with spline mesh collision in 4.14
In 4.14
In 4.12
AS stated the same thing happens in multiple projects, and has been the same preview 1 thru 3.
Regards
G
[=W1930U7;612471]
You forgot to mention these two awesome additions to 4.14:
Multiplayer world origin shifting:
https://github.com/EpicGames/UnrealEngine/pull/2359
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Is it in 4.14? Tried it, can’t get it to work anyway.
[=Sly401;621068]
Spline mesh collision corrupted in 4.14
Hi folks, I have a repeated (different projects) problem with spline mesh collision in 4.14
…
AS stated the same thing happens in multiple projects, and has been the same preview 1 thru 3.
Regards
G
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If you don’t report it as bug on AnswerHub, it will never get fixed. Please report bugs in appropriate place, and put link to your report here.
As motorsep said:
REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.
(How to Report a Bug)
Hi Guys
Posted in answer hub as requested
G
[= Ellis;621115]
As motorsep said:
REMEMBER: Please report any new bugs you find to the UE4 Answerhub in the ‘Bugs Reports’ section.
(How to Report a Bug)
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Well, I have an issue with all three previews on the PS4 and we aren’t supposed to post those out on Answerhub. Of course, I also haven’t gotten any response at all to my post in the PS4 section…
[=mairsil;621400]
Well, I have an issue with all three previews on the PS4 and we aren’t supposed to post those out on Answerhub. Of course, I also haven’t gotten any response at all to my post in the PS4 section…
[/]
Correct, thanks for respecting the Sony NDA and not sharing details in public. I’ll make sure we review the forum thread and look into any issue.
Cheers
Is there a good chance for release to happen before end of the month? (before Thanksgiving)
[=motorsep;621640]
Is there a good chance for release to happen before end of the month? (before Thanksgiving)
[/]
That would be super stellar if it does release then :)!
Is there any way of declaring a TMap/TSet in Blueprint or is that still a code only feature?
[=dizzynoob;620720]
Understood, tried to add the line of " bSupportsVulkan=True" manually in the project’s DefaultEngine.ini seems have the checkbox ticked, but haven’t try to launch yet. Will give it a shot! Thanks. Hope next update will fix this.![]()
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I have tried this way,unfortunately,the game crashes immediately at the beginning on my galaxy s7 edge(6.0.1)
[=;621809]
Is there any way of declaring a TMap/TSet in Blueprint or is that still a code only feature?
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They did say on the preview stream that they are exposed to BP but I cannot create one in 4.14.p3 - maybe its still not in there?
Can i ask what branch has Volumetric Lighting as You Announced That The PS4 Pro version of Paragon Will have volumetric Lighting So is it in any of the Branches so That we can take a look at it.
Can someone explain to me what Forward Shading is and how it can be used?
[=Datona911;622005]
Can i ask what branch has Volumetric Lighting as You Announced That The PS4 Pro version of Paragon Will have volumetric Lighting So is it in any of the Branches so That we can take a look at it.
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Volumetric lighting is still done in Paragon by using a mesh plane and a material. Volumetric lighting is definitely something we want at some point, though!
[=;622035]
Can someone explain to me what Forward Shading is and how it can be used?
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Until the Release Notes and documentation for 4.14 are ready, this is the most complete source of information about the new Forward Renderer in UE4.
For a breakdown of Forward vs Deferred Rendering take a look at this: Forward Rendering vs. Deferred Rendering
It’s simply a different renderer built on top of our Deferred shading path. It has proven to give better performance for VR titles, like Epic’s own Robo Recall! You can enable it by going to the Project Settings > Rendering > Enable Forward Shading.

