Glad you like it! But i dont intend to hurt or smash anyone except the driver with , so no Carmageddon. ![]()
is outstanding work!!!
Impressive work, do you plan to turn it into some game ?
I can’t turn into a game even if i wanted to, so, no…
Btw, here you can see some screenshots with Vincent’s(Stimpanzee) crazy car paint materials:
https://.unrealengine/showthread.php?4107-Interesting-post-from-AnswerHub-on-how-to-setup-a-Layer-Car-Paint-shader&p=189235&viewfull=1#post189235
Hey , I’m a little late to party, but after seeing your FMOD integration video, I was wondering if you could maybe share some screenshots of the BP for it in Unreal.
If not, no prob
Car looks awesome with all the ! Very inspiring
well you can try working with other. good things happen when you do.
one thing that i find strange on that car is the lack of reflections.
Hey SpaceSandwich, sorry about the late response. Here is the BP setup for the sound:
It is mostly what you see in FMOD tutorials really. Engine and exhaust get activated when you hit R, then i set their intensity, vs. depending on whether the camera is in or out of the car. Most of the work is in FMOD Studio and i was actually thinking about sharing it but recently my GPU died and i had some other issues so i had to format the computer, during which i lost the FMOD project… Howerever, let me know if you have any other questions on FMOD side of things and i’ll try to help as much as i can.
@; It isnt a matter of not having the manpower. I was referring to not being able to use a Dodge Challenger as a brand in a game. ![]()
Regarding the screenshots, you are right. They are lacking reflections since the environment doesnt have much to reflect. I’ll get better ones when i get a new GPU.
Thanks for the reply , I’ll link the BP shots to my sound guy. He’s been researching FMOD extensively.
Do you think you could have achieved a similar sound system without using FMOD?
I ask because we’re tight on time trying to finish a prototype and my programmer is wary of attaching FMOD for various reasons.
Our vehicle is also a custom setup that doesn’t use Unreal’s system or even RPM for that matter, so I’m not sure how difficult it will be, at any rate.
Your car sounds great, and it’s obvious that it’s not just pitching one engine loop sound up and down inside each gear, which is what we have - and frankly isn’t up to snuff. We have gear-up and gear-down sounds as well, but that’s about as complex as it gets so far.
I really dont think it is possible to achieve proper vehicle sound without FMOD right now. The best you can get is what we have in the vehicle game project and it is not great as you may already know.
I suggest downloading the sample FMOD UE4 project from their site and take a look at how it works in FMOD Studio as well to see if it will work for your custom vehicle. Normally you need several engine revving sounds for each gear, and Fmod handles the gear shift depending on load value. If it was a normal car i would definitely say go for it, but you’ll need to see for yourself in case as i dont know what you can replace engine rotation speed with.
Hey
I didn’t see until now, thanks for the reply.
Yeah, the setup in the Vehicle Game template from Epic really isn’t going to cut it, it’s too simple.
It’s just that my coder says FMOD isn’t all that simple to implement, and will slow down his process for the sake of the sound designer
To quote him:
So it sounds like his ill-informed about the last bit, but do you have any issues with compiling your code?
Mind you, he’s written a ton of custom code and has modified the game engine quite a bit
Also, I should show him what you’ve got as an FMOD BP to compare to Epic’s vehicle
Yeah, he seems ill-informed by the tutorial video, which isn’t the best example for quality. But he’s got a point regarding engine updates and the plug-in. I only use the binary version of the engine and is a hobby project so i’ve never been too worried about plug-in release, packaging problems, etc. so it may be a problem for you if you are updating the engine with every release, i’m afraid. :\ It would be a lot easier for him if FMOD released the plugin code as well so that he could update it whenever necessary.
Ah, ok. I think we’ll wait and see if FMOD is completely necessary, then.
Thanks for the replies!
Another question if I may:
Are you experiencing any problems with Unreal’s gravity or physics in regards to the bounciness and feeling floaty?
Our vehicle has it’s own custom code for gravity, suspension, downforce, mass, inertia, etc. It behaves well on smooth surfaces… but if it hits a slight bump in the terrain it can be sent airborn, as if the restitution is too high (but in all our physics materials it’s set to 0). And when it lands, the best analogy I can muster is: picture what a pencil does when it falls horizontally but unevenly, the ends kick up as it settles.
A car doesn’t do that, it slams down and all the force is transferred to the ground. We’re having a hard time getting it to feel heavy.
There are some issues like that with vehicle physics, which you can follow along here: https://.unrealengine/showthread.php?48843-Horrible-Car-Physics
Thanks
A lot of it may not apply since everything in our vehicle system is from scratch, but thanks for the link at any rate. I’ll pass it on to my coder
I’ve been asked a couple of times to explain how to handle the steering wheel and speed/rpm gauges animations so i’m posting the process here to make it easier for whoever else is interested.
First off, rig the parts you want to animate in your modeling software. If you are a 3ds user you dont need to bother with bones and skinning;
RPM gauge example: Create a dummy helper and set it’s location and rotation the same as rpm needle’s. The dashboard is going to be the static part/the root bone, so set it’s pivot point at 0,0,0. Finally Link the needle using the link tool to the dummy and link the dummy to the dashboard. linkage will turn into bone hierarchy when you import it into the editor. Export without any animation.
Now in the editor, create a Blueprint Interface in the content browser. In that interface create a function and the variables you are going to transfer between the vehicle BP and the gauges/steering wheel’s anim BP. It will look something like :

To implement interface open up your vehicle BP and the gauges/steering wheel’s anim BP > go to Class Settings and add the BP interface in Interfaces section.
In Event Graph of the anim BP call the event of the function you created in the interface, then create and set variables for each of our parameters.

Head to Anim Graph and set up:
Select each Transform(Modify) Bone node and enter the name of the bone you want to animate, and also dont forget to set Rotation Mode to Additive and Rotation Space to Bone Space. Rotator from Axis and Angle nodes make the bones rotate along the axis you like. In case it is the Z axis so Z is set to 1 for each of them.
Finally we head back to the vehicle BP to calculate and send those variables, which in the end should look like :
The variable named Gauges is my skeletal mesh that includes the dashboard, gauges and steering wheel. Call the function we created earlier and then call it from the gauges’ anim BP as well and plug it to the function’s target so that the interface sends the variables to the correct BP. To calculate the RPM get the rotation speed from vehicle movement component. The value i am multiplying it with is ; Angle between 0 and 8 on rpm gauge / . RPM value. You can easily find out the angle on photoshop or your modeling software - OR - instead of multiplying you can use a Map Range node(Plug rotation speed to Value input, In Range A=0, In Range B=8000, Out Range A=0, Out Range B= angle.) Then plug it to rpm input of the function. The same logic applies to speed as well.
For steering wheel i get one of the front wheels, of which steer angle is set as 40 in front wheel BP, then multiply it with the value that rotates the steering wheel to your satisfaction; so if i multiply it by 9 the steering wheel is supposed to rotate 360 degrees - BUT - doesnt work realistically because of Ackermann Accuracy. It is set to 1 by default, and you should normally leave it at 1, so wont work unless you dont need Ackermann accuracy in your vehicle setup. So, instead of using the wheel angle you can use Timelines that play whenever you hit A and D. To find out how long the curve of a timeline should be you can use the Steering Input Rate you set in vehicle movement component. If you set the rise rate to 1 it means the wheels rotate in 1 second. If you set it to 2, half a second; set it to 0.5, two seconds; etc.
And thats about it i guess. For more visual aid check out video i had posted a while back. Let me know if you have any questions!
It is awesome, very thank you for share all knowledge and wonderful work!
You’re welcome! Hope i can get back to someday.
Absolutely fantastic work! I am implementing a similar “hobby” driving sim as well. Would like to ask a question of if I may? In order to implement the separate Animation Blueprint for your “Gauges”, is it necessary to import a separate mesh? I have a bone set up for a steering wheel in my base vehicle mesh, and was hoping to use it?
Want you to know most of what I’ve accomplished is from following your work! Thank you!
Here’s a vid showing the steering wheel “free wheeling” based on lateral G’s. (VERY Alpha at point, so please, easy on the critiques! The interior is NOT my original work (and I know it’s a Mustang interior), am working on an original one currently. :o )
=jhfDaSEYe4A
(I’m researching how to animate the wheel to align to steering angle, but just haven’t gotten there, was hoping someone might provide a “cheat”!
)
Hey Cougarinva,
Glad to hear that thread is has been helpful to you so far!
In theory you can include every moving part in a single skeletal mesh, which is the chasis. But i’ve seen people having some issues with that in earlier versions of the engine. Transform(Modify) Bone function doesnt like that kind of setup with vehicles for some reason. So give it a try but dont be surprised if it doesnt work(hope it does though!)
As to steering wheel animation, i actually mentioned two different ways to achieve that. Did they not work for you?
Let me know if you run into any other problems and make sure you share your progress in the with us!
,
thanks for the reply and encouragement!
I believe I follow what you’re doing on the steering Blueprint setup. My problem arises when I try to make the call to the Interface Function (named “SteerFunction”) from the Animation Blueprint Event Graph (which I am using the Main Vehicle AnimBP, since it’s all in one Mesh, correct?). Once I enter “Steer” in the search, the nodes I get are the Blue Event Functions and not the Red Event Calls? Not sure how to set the variable for steering to be able to send to the AnimBP Anim Graph? is where I’m stuck. I’ve got the Transform setup for the Steering Wheel Bone ready in the Anim Graph, just not sure how to get the steering angle variable to it? Feel free to hit me with a two-by-four if I’m missing something obvious… :o
scratch the above! needed to set the SteerFunction Message Function in the VehicleBP FIRST, then the Event Call becomes available at the AnimBP. duh. ok, two-by-four applied. proceeding…



