[Vehicle] independent bone movement

I have a similar problem. In fact, the exact same sort of problem as this guy:

The reason it is similar is because:

  • I have a forklift vehicle, I have set it up so it can drive around, there have been no problems with that.
  • A forklift needs the ability to raise and lower the forks, which I can do, but it cannot support any objects as the “forks” bone has no physics mesh on it.
    Once I add a physics mesh to the “forks” bone and make the bone Kinematic (so I can animate it), the forks raise and lower, and can actually hold objects on them, however the forklift no longer moves.

In the link above, I tried to follow the solution, however it is too vague and ambiguous, I have also tried to get the wheel rotations from the vehicle movement component and update the bones based on those movements, but it just spins the wheels faster, rather than actually moving the fork lift.

The problem only occurs once the “forks” bone has kinematic physics applied, otherwise, it drives around perfectly fine.

Is there a reason that making the forks kinematic disables the vehicle movement?
If so, what is that reason, and how would I fix the problem.

Thank you kindly in advance. Your help is greatly appreciated :slight_smile:

I took a look and fiddled around some more and noticed it is an issue with being constrained to the root joint. When it is constrained to say…a wheel, it all works perfectly fine.
Still, this seems a bit odd and I’m not sure if this will result in problems…seems like it would so I would like to avoid doing it this way.