I am trying to make a small game with a 4 wheeled vehicle. I followed the directions on this tutorial Vehicles: Overview & Car Setup | 01 | v4.2 Tutorial Series | Unreal Engine - YouTube to the letter and checked that I followed the instructions multiple times. I had used the vehicle template to stat this game, I deleted the test sedan from the level and substituted in my vehicle but when I try to use the WASD keys to move it the vehicle stands still. How do you make a vehicle move?
Can you make screenshot of car blueprints?
I experience a similar issue under 4.9. Have you made any progress?
Still Stuck. I am looking for a way to do it that the tutorial didn’t mention. I’ll let you know if I figure it out.
What does the physical body of your vehicle look like?
Any one find a fix
Unfortunately no. I’ve moved on to a different project.
I’m not sure about this, but are you sure that your wheels are really wheels and not just attached to you car. They should be free to move, otherwise they cant rotate. Try placing the car on the side of a hill to go down on its own and apply a texture to the wheels, so that you can see if they turn and not just glide. If they turn your problem has to do with your input, if not, you have to detach them from the vehicle and attach them in a different way.
Hope this helps
Lexyth
I was able to get vehicles working with 4.13
There are a few gotchas. You are not reporting the problem I was having.
Don’t use Kinematic on the tires leave it as default.
When rigging the root bone orientation is Critical, be sure to have it with no rotations applied, if it does bake them in and reset the transform before continuing.
Use spheres on the tires instead of the funky shapes.
The measurement of your wheels can be taken from the spheres in the physics asset then applied to the wheel blueprint (this should be automated)
The offset for collision on your wheels applied in the vehicle blueprint start with 0 and if your vehicle falls over then extend them out on the y plane.
Using the in game editor with car placed, locate your physics center of mass and make sure it is placed correctly.
I would guess your issue is related to your wheel configuration.
So fix the shapes around them in the physics editor, modify the size of them in the wheel blueprint, adjust the collision offset applied in the vehicle blueprint.
Edit:
Here is a decent link:
Also, for the physics asset, delete all the auto generated stuff and create the Box around your Vehicle_Base and a sphere around the tires is the easiest approach.
Guys i found an answer. Well at least it fixed my problem, but my problem was my car wheels was going in the ground and it looked like there was no collision in the wheels but there was. So what i did was, i went into the Car Blueprint and i went into the graph. and i typed in Event Begin play and then after that i put in Execute Command, and inside that command i put in PXVIS collision. I press play and my wheels collision was far from the car. SO i went into the Car Blueprint and went into wheels and then i messed around with the offsets on each wheel.( The offsets change the location of which the wheels collision is located) ← Hopefully i said that right :P. Then after messing around with the Offsets and getting the wheels collision in place, the car wheels was no longer in the ground and it was able to move
Quick Note, this can/should fix the car if its above the ground, and also keep the wheels at default. It should work perfectly
I was here looking for a answer so I’m gonna leave my solution, in case it helps anyone, if you are sending movement to your vehicle from a player character, not possessing the vehicle itself, it needs to have AI enabled on spawn and placed. I was stuck on this for hours