Hhhhhmmmmm, I have thought about doing my own vehicle type, even tried it by following the hover car tutorial here:
And I’ve seen the stuff from Space Dust Racing and their video giving a general idea of how they made their vehicles, but upon testing it, I always come back to the three (kinda 4 really) same issues that I don’t know how to implement that are absolutely necessary for this to work.
I don’t know how to create the ‘suspension’ that allows the boat to move around freely from the wheels. Yea, the wheels will move where the boat moves, but it seems more like the boat gives the ‘area’ where the wheels will do their thing, and the wheels themselves give the exact location of where the boat wants to be. But being able to say that and putting it into blueprints are, for me at least, worlds apart.
When I tried making my boat as a hover car, I had the issue that it was very bouncy. Even when dampened, the whole thing remained a pain to stabilize. Epic’s vehicle component, on the other hand, always seems very ‘stuck’ to the ground (in a good way) and that is something I don’t know how to replicate. I may be wrong, but I don’t think it was using something like addforce or addimpulse to make the vehicle go where the wheels tell it to. At best, I think it might have something to do with the virtual wheels (the Shape and Wheel sections of the VehicleWheel blueprint class) that were created and that maybe the point that the car was trying to move to was at a point just below the wheels but the wheels would collide and thus it would stabalize at a distance. However, even this theory has alot of holes in it that makes me thing I’m wrong about it. T_T
A sub point of this issue is that whenever my boat turned or even slightly ran into something, most often the traces holding it up would touch part of the wall and then it would start a chain reaction of increasing the height of my boat, making driving it in narrow spaces practically impossible. Obviously, this is similar to my current issue with Epic’s vehicle component as it is, but it was much more pronounced in the hovercar attempt.
The hover car tutorial has the car being moved around by addforce, which is just fine and dandy if you don’t care about ignoring gravity or only having your car move when its wheels are on the ground. And unfortunately, I don’t have much of any other clue how you move physics objects around other than something like addforce.
Now, I know that I am talking alot about the hovercar tutorial and that a lot of the issues stem from how it is different from a regular car, but that is because I just don’t have any other place to start from. I haven’t seen anyone else give even a hint of a tutorial on how to make their own car blueprint instead of just using Epic’s. As it is, I am pretty much stuck and all I can do is either get help from someone here or be the lucky monkey that types out Shakespeare by banging on the keyboard long enough.