Vehicle pawn drives sideways! How come!?

Okay, so I modeled a vehicle in 3DS Max & I have it all rigged, unwraped, etc and everything looks great. So its facing the +X Axis I export it into Unreal Engine 4 and I made all of the blueprints for it and inputs but when I press the ‘W’ key to drive forward I drive to the ‘Right’ ‘Sideways’ and When I press the ‘S’ to drive in reverse it drives to the ‘Left’ ‘sideways’. I have spent a good 3 days trying to figure this out! This is so aggravating. This is a glitch on UE4’s side or it’s a glitch on 3DS Max’s side. My progression on this vehicle has just turned into aggression! I have seen other forum posts were other people are having the same problem. So what is causing this and how do I fix this?

PLEASE help!

Thanks!

Moving this to the Content Creation forum section, more people will see it there.

Couple things to double check:

  1. Open up Edit -> Project Settings -> Input section, and ensure the correct keys are mapped to the correct input event (w/s on MoveForward, a/d on MoveRight)
  2. Open your blueprint and ensure the correct event is hooked up to your forward movement nodes, and the same for the turn nodes.

If neither of those are the, can you please let us know if “driving sideways” means the wheels are pointed sideways (moving laterally) or is the car simply turning to the right/left?

If the wheels are not sitting in the wheelwells properly and the car is moving laterally, the problem is your bone setup in 3dsMax (if you used bones). This happens becuase the default rotation on the Z axis for a placed bone is -90 degrees off from +X. To see if this is the problem, select the bone in max, switch to rotation mode, then check the x/y/z values in the bottom bar. If any of them are not 0 (any bone, not just the wheel bones), change them to 0 and then re-import the mesh into Unreal and give it a try.

Hope that helps! :slight_smile:

Thanks for moving the post for me :slight_smile: Also, I have checked the blueprints and the inputs and everything looks great. Just when I start the game and pressed the ‘W’ key to drive forward the vehicle literally drives sideways to the right/Y-Axis but the animations play perfect and the suspicion animation works like a dream! So maybe it does have to do with the bones rotation.

Anyways thanks for the reply and Ill check it out the rigging.

EDIT: Ok so the wheel/tire bones are X-0, Y-0, Z-0 but the root bone is X-0, Y-0, Z-90. So could that be why? And the supposition bones are X-0 Y, 22.632’ Z, 90. So does the suspicion bones need to be 0,0,0 too? Doing that to the suspicion would cause a problem because they have a look at constraint on them to look at tire bones.

Photo of my rigging.

Also, sorry about the post on the animation section. I had two posts because I figured it had to do with animation as well. But this section will do just fine, so I removed it. Sorry again.

Hey, no problem!

Yes the root bone needs to be at 0,0,0 rotation also. The look at bones should be fine since they are being rotated to point towards a specific point, it’s just the bones that have the -90 degrees that need to be changed.

Unfortunately you will need to re-skin and adjust the weights again, but I can pretty much guarantee that’s what is causing the sideways movement.

I had the same problem when I first tried importing a vehicle, for whatever reason 3dsMax always rotates it by default. Why? I have no idea… Not sure if it’s a bug or intended, but UE4 doesn’t like it. :wink:

as mentioned in the other post make sure that the root bone/mesh pivot is aligned along the x+ axis, the root must be at 0,0,0 the wheel bottoms at ground level eg ca z=0

.unrealengine.com/latest/INT/Engine/Physics/Vehicles/VehcileContentCreation/

if that fail then check my old ut3/udk videos but remember the root bone at 0,0,0

Okay, I’ll go for it! And seriously thanks a million. I have been working trying to figure this out for days now so I really appreciate it!

I was thinking about the suspension bones some more, just to be safe (and save some re-weighting time) remove the constraint, align them to 0,0,0 rotation, then apply the look at constraint again. This might not be necessary, but re-weighting is a pain so might be worth it.

And as Geodav mentioned, make sure the bottom of the wheels are sitting at location 0 on the Z axis. It helps to turn on the grid and use that as the “floor”, then select all the wheels, car, everything and move it all up until the bottom of the wheels are just touching the floor. That should solve your wheel going through the ground. If not, measure the radius of your wheels in 3dsMax and then change the radius value in the Wheel(s) blueprints (front and back) after you have re-imported to UE4.

Make sure to set the height of the car first, then once complete reset the root bone to location (and rotation) values 0,0,0 (this is critical, root must be 0,0,0) and start re-weighting. Will save some time and headaches hopefully.

https://www.youtube.com/watch?v=A79_RN329xA&list=PLom3andNXCSIQAFQwLTljVsQBOf9urbZ8

If you still have problems with this, here is a a few video tutorials I did on setting vehicles. From 3ds max to a fully fonctional vehicle in blueprints. :slight_smile:

IT WORKS IT WORKS!!! THANK YOU GUYS SO MUCH!!! IT DRIVES SO AMAZINGLY! THANKS SO MUCH! WISH I HAD YOUR GUYS ADDRESSES MAIL YOU GUYS A CHECK! :slight_smile: Anyways thanks so much really appreciate it.

Awesome!! That’s great to hear, have fun with it! :slight_smile:

Man I just started having fun and this happened.