Vehicle issue

Hey guys,

I am encountering with this issue, although the pivot of the car at 0,0,0 and Z axis of car above 0.

225434-20171229-210120.gif

Hi,

If your rigging is fine then I believe any of these two can be the cause of this issue:

  1. Check your vehicle’s physics asset and make sure that wheels collision spheres encompass them properly. I suggest you refer to Vehicle Game project provided by Epic to get an idea of how the physics asset and collisions for a vehicle should be set up.

  2. Go to your Front and Back Wheels blueprints > Shape category, and make sure that Shape Radius and Shape Width are set correctly (remember UE4 units are in centimeters by default).

Hope this helps.

I’ve tried everything as you recommended, but nothing has worked out. So please I need your help.
the following images illustrate what is going on:

225624-mobilities-of-vehicle.gif

This is so weird! Do you have a collision component or a character with the collision capsule in the driver sit? While in play mode, press ~ and type pxvis collision. See if you have any extra collision component there. You can also post a picture here from its side view with that command enabled.

no I don’t

Please post a picture from your vehicle’s side view with pxvis collision command enabled.

No, I don’t

what do you mean by this

could you please elaborate more

I am using c++

I have found out a weird thinfg

I just marked it for you!

I solved it :slight_smile:
the issue was in 3ds max.
I’ve should done "rest Transform and scale " in the Hierarchy section

thank you for helping me

It seems like you’ve linked your wheels to the Root bone instead of your wheels’ bones. Open your vehicle blueprint, select VehicleMovement from Components list. On the right panel, under Vehicle Setup, expand Wheel Setup. You need to add four array elements for each wheel (I suppose you’ve already done this). For each one of these wheels, if you expand them, you’ll see a text field called Bone Name. you MUST make sure that the name you provide here exactly matches the actual bone name of that wheel.

Hope this resolves your issue.

I’m glad you could fix it :slight_smile:

Just! I have a tiny question, I have a variable in animationBP. What I need is to be able to reach it from c++