Note: Apologies If this is in the wrong section, and note I am fairly new to UE4, however have worked with UDK in the past for quite some time.
I decided to trial out Vehicles in UE4 after reading the wiki and watching a few video tutorials, as It seemed like a doddle compared to UDK. However I seem to have run into some problems regarding the collision boxes around the wheels/the car itself.
I’m ‘borrowing’ a vehicle model from GTA4 just for testing purposes to see how it all works, I imported it into 3DS Max, and have essentially got rid of all the useless ■■■■ you don’t need, kept the high poly model, and condensed all the high-poly model parts, into one for the car, and four seperate parts for the wheels. Re-named them all, and made the wheels children of the car itself. Exactly how the blueprint is for the simple car in UE4.
Now, I’ve been following a very simple tutorial as it seemed to cover everything I wanted to do for now, just to get a mesh working inside UE4; Bender to UE4 Car Tutorial Run Through - YouTube
It’s for Blender, however I’ve copied what he’s done in 3DS max.
I’ve read an article on here, that you don’t need the physics type of the wheels to be Kinematic, so I’ve left that out of the tutorial, but otherwise have followed it. I’m at the part where we’re setting up the collision boxes, and ran into a few problems.
Number 1: There was no existing collision boxes for the wheels, so I had to make some. They first appeared to be ridiculously big, so had to scale them down to the wheel’s size (or near-abouts).
Number 2: After doing everything, and clicking simulate, or playing the game after following through with the rest of the tutorial, the car would just sit on the ground, and the wheel’s would go flying into space, or the car would just spazz out/fall over.
So I’ve diagnosed the problem to be the collisions, quite clearly. I’m suspeting it’s something in 3DS max that needs to be changed/altered, but I’m really puzzled what to do. I’ve tried setting the collision boxes in the Physics Asset editor to be proportionate to the car itself, and look like what is shown in the tutorial, but I’m getting the same results.
Here’s a picture for reference;
Sorry for not explaining it very well, as I said-- I’m very new to vehicles, and I’ve not really worked with ‘moving’ objects that needed anything more than simple collision.
Thanks!