I’ve created and uploaded two video tutorials. Thanks to GeoDav and countless other UDK developers for their earlier work on vehicles, I’m not sure I would have figured any of this out without them.
I will post more videos as I work my way through tuning and replication. I’m also open to doing a C++ version if there is enough interest. Lastly, I do think official (read: better) vehicle support from Epic is right around the corner given some of the commits I’ve seen on the master branch recently:
I just hope they add support for proper suspension, the PhysX version that UE4 uses supports it but I don’t know if epic will use it with UE4 or not, I hope they do:D.
You’re welcome! I hope it was helpful. At the moment, if you subclass WheeledVehicle you’ll end up with with a WheeledVehicleMovementComponent4W, which requires four wheel setups in order to complete instantiation. There doesn’t seem to be a general wheeled vehicle movement component class that you can use (UWheeledVehicleMovementComponent is an abstract class). I don’t know enough to say with any certitude, but I see PhysX level references related to 4 wheelers in the UWheeledVehicleMovementComponent4W class, so I suspect an implementation with a different number of wheels could take some working knowledge of PhysX.
Thanks! I will most certainly add these to the wiki as something like “4.1 vehicle tutorials.” I’m going to do a few more soon, probably on adding a rotating turret/projectile launcher and replication with blueprints. I still haven’t figured out how to make the vehicles drive very well so I can’t do a tutorial on that yet.
For anyone interested in vehicles, vote for them on the UE4 roadmap here: Trello