Vector Math for Chaos Wheeled Vehicle Collision

Hello! I have an interesting problem, it’s more like a mathematical question, but I guess game developers might know the answer…

So I would like to get the velocity of the body of my car, which I can get with Get Component Velocity, which is great, BUT what I would need is getting the velocity of my car JUST in a certain defined direction.

I could Split Struct Pin and get the velocity in the Z direction only (basically breaking down the vector into components), but what I would really need is the velocity towards the Down Vector of my car. That’s not allways purely the World Z Direction, because suppose the car is going up or down a steep slope. In that case it would give me false velocity, considering I need the velocity in the Down Vector direction of the car.

I could imagine the solution is like a multiplication and a substraction and that’s it, but I never did this and it’s quite the doozy of a mathematical problem…

ALTERNATIVELY my real issue is that I can’t get On Hit Component for the Chaos Vehicle Wheels… Although it has collision, it’s all driven by Trace Hits. I didn’t find a way to measure collision on those bodies. If you could tell me that instead, all the above is unnecesary and solved

So…

Yep, it literally multiplication.

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