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Blue man Vehicle Physics Plugin

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    Originally posted by Blue man View Post
    I'm currently updating all my plugins to 4.18, new network replication method I was talking about won't be included in this update, it will be available soon after. 4.18 was released sooner than I expected.
    Hi!
    What about iOS, Android? Is it possible to do it myself? If it possible what should I do, I'm not a plug-in specialist.
    Thanks.

    Comment


      Hi, Great Plug in having fun.

      Noticed what could be a bug,
      I am using a skeletal mesh as a base,
      when I try to set the mass the input figure is multiplied by 6.
      plus every time I press enter (to accept the mass figure) it multiplies it by 6 again.... ie it does not end focus on the input box.

      I can work round it.. if I need a mass of 3000........
      then I have to start from the default (600) put 50 in the box and click in another box (any) to end focus and it mltiplies the 600 x50 to give me 3000

      with further testing , if I enter 1 in the box and press enter it results in 6. 2 will give me 12 etc

      Cheers
      Sly

      Comment


        Hi, loving the plugin so far. I am working towards a very arcadey car, one with the following characteristics:

        - Infinite grip in turns: turning circle increases with speed, but the car will not spin out from steering, no matter the speed.
        - Single gear: Acceleration needs to be precise and predictable, with no shifting
        - High rolling resistance: Releasing the accelerator should feel more like applying brakes (not sure how to achieve this without raw rolling speed changes, which would make the car slower overall)
        - Brake and reverse same button: just for simplicity. I imagine there's no blueprint way to accomplish this. I'm a programmer by trade, so I'm sure I can reason out the logic to apply

        I'm slowly making my way towards these goals, and started from the "racing" preset in the example project. If you could throw out any tips or general tunings/settings that might help, I would really appreciate it.

        Also, I'm planning on having the wheels exert a downward force relative to their speed (thus giving you the ability to drive along walls or upside-down). I'm brand new to UE4, could you point me to the right place to edit / inherit?

        Thanks!

        Edit: I realize this may be a complete noob question, but how can I see the c++ source code? I have the plugin, and wanted to start extending the code, but I can't find the code itself anywhere.
        Last edited by FlowStateGames; 10-31-2017, 09:27 PM.

        Comment


          Originally posted by ZoltanE View Post

          Yeah, it's a bit different kind of articulation, special to crawlers. What would happen if I constrained together two single axle vehicles with a hinge? In crawlers both wheel pairs are driven and steered independently, so this hack would mimic the real thing...
          I think stuff will stay stable if you do that, not sure.
          Last edited by Blue man; 11-11-2017, 11:58 AM.
          Assets: Military Ammunition (Released)
          Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
          Projects: Giants Of Destruction

          Comment


            Originally posted by SeriouSerg View Post

            Hi!
            What about iOS, Android? Is it possible to do it myself? If it possible what should I do, I'm not a plug-in specialist.
            Thanks.
            Hi, I don't have much experience with android, that is the main reason I haven't added the support for it already. You will need to recompile it for android. Before you do it you need to add Android to Whitelist Platforms in BlueManVehiclePhysics.uplugin, right click it and edit with notepad. This wiki page could help you https://wiki.unrealengine.com/Build_...and_iOS_binary
            Assets: Military Ammunition (Released)
            Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
            Projects: Giants Of Destruction

            Comment


              Originally posted by Sly401 View Post
              Hi, Great Plug in having fun.

              Noticed what could be a bug,
              I am using a skeletal mesh as a base,
              when I try to set the mass the input figure is multiplied by 6.
              plus every time I press enter (to accept the mass figure) it multiplies it by 6 again.... ie it does not end focus on the input box.

              I can work round it.. if I need a mass of 3000........
              then I have to start from the default (600) put 50 in the box and click in another box (any) to end focus and it mltiplies the 600 x50 to give me 3000

              with further testing , if I enter 1 in the box and press enter it results in 6. 2 will give me 12 etc

              Cheers
              Sly
              Hi, thank you. This look like an engine bug, I'm not doing anything special with mass variable that would cause this, I'm more than sure that this is an engine bug.
              Assets: Military Ammunition (Released)
              Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
              Projects: Giants Of Destruction

              Comment


                Hello,

                I am really enjoying the plugin so far.

                I had a question regarding possessing the vehicle from a third person character.

                Most tutorials use the standard wheeled vehicle and I'm wondering if you have any advice on how you would make a character posses this type of vehicle.

                Comment


                  Originally posted by Enraged91 View Post
                  Hello,

                  I am really enjoying the plugin so far.

                  I had a question regarding possessing the vehicle from a third person character.

                  Most tutorials use the standard wheeled vehicle and I'm wondering if you have any advice on how you would make a character posses this type of vehicle.
                  Hey,
                  It should work the same way, VehiclePhysicsActor class inherits from a Pawn class so just a normal posses function will work.
                  Assets: Military Ammunition (Released)
                  Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                  Projects: Giants Of Destruction

                  Comment


                    Still no bike update? When I asked this you said bikes would share the same code as cars in this plugin, only missing would be "not falling to the ground because of two wheels only".
                    The other thing which would be necessary is easy, just "when turning left put the weight off the bike to the left and the same for right side".

                    I cant code C++, everyone would be happy if you could include the bike functionality please.

                    And are you working on the helicopter/airplane (air) and boats/ship (water) physics? I would buy these instantly from you.

                    Comment


                      Originally posted by CryRealUnity View Post
                      Still no bike update? When I asked this you said bikes would share the same code as cars in this plugin, only missing would be "not falling to the ground because of two wheels only".
                      The other thing which would be necessary is easy, just "when turning left put the weight off the bike to the left and the same for right side".

                      I cant code C++, everyone would be happy if you could include the bike functionality please.

                      And are you working on the helicopter/airplane (air) and boats/ship (water) physics? I would buy these instantly from you.
                      Other priorities got in the way and it is not as simple as "when turning left put the weight off the bike to the left and the same for right side".
                      Currently there is no progress on air/water vehicle plugins. Sorry, other stuff is currently in the way.
                      Assets: Military Ammunition (Released)
                      Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                      Projects: Giants Of Destruction

                      Comment


                        And what exactly are you working on right now? Have you implemented the Multiplayer stuff you wanted to add?

                        Comment


                          Originally posted by CryRealUnity View Post
                          And what exactly are you working on right now? Have you implemented the Multiplayer stuff you wanted to add?
                          I'm working on a project as a programmer, we are preparing for a plublic demo soon. We are also using a heavily modified version of my plugins so a lot of improvement and changes to my plugins will come from that project. Multiplayer stuff is semi finished.
                          Assets: Military Ammunition (Released)
                          Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                          Projects: Giants Of Destruction

                          Comment


                            Congratulations for your job in a project.

                            I hope it doesnt take long with the Multiplayer part finally integrated in this asset. And cant wait for the new features etc from the project integrated into this.

                            Comment


                              I hope you get the multiplayer part finished until the end of this year or January 2018 and not later. Since many of us wait for it for months now. Please dont neglect this asset because you have to work on a project. Thanks.

                              What is your roadmap for this asset?

                              Comment


                                Originally posted by CryRealUnity View Post
                                I hope you get the multiplayer part finished until the end of this year or January 2018 and not later. Since many of us wait for it for months now. Please dont neglect this asset because you have to work on a project. Thanks.

                                What is your roadmap for this asset?
                                give the man some time, he is really busy. Nothing is as stressful and time consuming as getting a public demo working properly.
                                itll be done when its done, also anything he adds to this package is a bonus, not something you can demand or are entitled to.

                                Comment

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