Vehicle jumping

Honestly, I’d maybe suggest making sure it works locally first… physics in multiplayer adds another layer of complexity and unknown factors. I’m literally doing exactly this myself on my own project.

Try lowering your Center of Mass offset in the component that is simulating physics… (1 unit = 1 centimeter, maybe start with -100 cm in Z) a lower center of mass will help your vehicle to right itself in the air yet still look alright (GTA style).

I’d also reduce the Linear and Angular Damping settings there too (it will slow down momentum speed and spinning). For a start, set both to 1 or 2.

I’m fairly sure that using GetActorLocation will likely give you incorrect results. Depending on your game design, you might consider your actor’s GetForwardVector, or GetUpVector or some kind of combination.

AddForce, AddImpulse and AddTorque all usually need BIG numbers (starting at like, 10000) to make a difference… because they include the mass of the actor. (on the physics simulating component)… unless you tick VelChange on the BP node.

The above nodes act on the center of mass (or maybe the pivot) honestly, I forget which. Also, I’d advise that you check the location of the center of mass (UE4 might’ve calculated it to be off-center if your simulating component collision is asymmetrical. Also, maybe don’t use AddForceAtLocation unless you really know why you are using it