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Blue man Vehicle Physics Plugin

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    Originally posted by CryRealUnity View Post
    Does this have Multiplayer now or not? I get the impression that with a Dedicated Server it has Multiplayer right now as of today built in. So you are working on a Client-side Multiplayer function for now for the others who dont want to use dedicated servers?

    You say "Vehicle's engine settings can be changed at runtime". What exactly are they, can you make a list please. Does this cover everything needed to make GTA style racing (not too arcady).
    Yes, it supports standard server side replication with listen and dedicated server. Client side replication is just a different method of movement replication, basically client will have full control over its replication so it doesn't experience any movement corrections or lag. Anything vehicle physics related is covered. There kinda already is a list, you can find the plugin at "Epic Games\Engine Version\Engine\Plugins\Marketplace\Plugin Nanme", and locate and open "LandVehicle_EngineComponent.h", any variable which has "BlueprintReadWrite" in UPROPERTY macro is accessible at runtime, it looks like this
    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 Blue man View Post

      Sorry, the update got delayed a bit, new plugin is currently being worked on. I'm adding a few more things to the upcoming patch. I'm planning to release the patch next week and if I don't find time to add the stuff I planned to I will just release the bug fix.
      Thanks for the update, appreciated.
      Look forward to trying it out
      Thanks Sly

      Comment


        This looks great! Sorry if it's been asked, but are skeletal meshes supported? Is it possible to set up a car in the same way as the vanilla UE4 "WheeledVehicle" Blueprint?

        Are factors like the suspension position and RPM exposed for Blueprint use so we can use them to drive visual components of the vehicle, like drivetrain and a custom visual suspension set up?

        For example to create a vehicle with very exposed mechanical parts such as a dune buggy.

        Comment


          Ok thanks for the answer, so I can use it today in my multiplayer game which uses dedicated servers then.

          What stuff for the next update are you working on right now? What can we expect? What is the long term goal / roadmap?

          Comment


            And will you update your Vehicle AI plugin further with more AI types? For example for making an open world city game where drivers stop on red light etc?

            Comment


              Originally posted by CryRealUnity View Post
              And will you update your Vehicle AI plugin further with more AI types? For example for making an open world city game where drivers stop on red light etc?
              Traffic AI is on my to-do list.
              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 CryRealUnity View Post
                Ok thanks for the answer, so I can use it today in my multiplayer game which uses dedicated servers then.

                What stuff for the next update are you working on right now? What can we expect? What is the long term goal / roadmap?
                My long term goal is proper client side prediction.
                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


                  @Sly401
                  Submitted, should be live in a few days, I will probably post here when the update goes live.
                  NEW UPDATE [4.16, 4.17, 4.18]
                  Bug Fixes:
                  - fixed an issue that prevented the suspension component to work properly when attached to a socket on a skeletal mesh
                  New Features:
                  [Suspension Component]

                  - Added friction data (struct) variable [ Sideways Slip, Sideways Force Applied, Braking Force Applied, Wheel Spin, Wheel Torque, Handbrake Enabled]
                  - Added In Air Wheel Rotation Multiplier variable, controls how fast the wheel loses rotation while in air
                  - Added Get Wheel Mesh function, returns the wheel mesh component
                  - Added Get Wheel Suspension Offset function, return the suspension travel distance
                  - Added Get Wheel Location function, return the location of the wheel mesh component
                  Click image for larger version  Name:	Physics Update.PNG Views:	1 Size:	123.3 KB ID:	1417327
                  Last edited by Blue man; 01-23-2018, 01:28 PM.
                  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


                    Thanks BlueMan, efforts are appreciated and look forward to trying it out

                    Sly

                    Comment


                      Hi Thanks for the update, however at the moment I am only getting an update for 4:15. it won't install to 4:17 or 4:18
                      It may be that epic has not put them all through yet, but thought it worth mentioning

                      Sly

                      Comment


                        Yo! Just bought the plguin yesterday, great stuff! Been testing it out and nice to see vehicle physics that dosen't completely bork when trying to play multiplayer.

                        With that said I had a bit of an issue when trying to do seamless travel with the vehicle, it seems like the TraceWorld variable in the SuspensionPhysics_Component has a problem with being garbage collected when it's just a pointer, I solved the issue on my end by turning it into a TWeakObjectPtr. I'll just paste my log and my hotfix here for future reference.

                        SuspensionPhysics_Component.h
                        Code:
                        UPROPERTY()
                                TWeakObjectPtr<UWorld> TraceWorld;
                        SuspensionPhysics_Component.cpp
                        Code:
                        if (Rewind && NewTraceWorld)
                            {
                                TraceWorld = NewTraceWorld;
                            }
                            else
                            {
                                TraceWorld = GetWorld();
                            }
                        
                            if (!TraceWorld.IsValid()) return;
                        Attached Files

                        Comment


                          Originally posted by Sly401 View Post
                          Hi Thanks for the update, however at the moment I am only getting an update for 4:15. it won't install to 4:17 or 4:18
                          It may be that epic has not put them all through yet, but thought it worth mentioning

                          Sly
                          To clear up this,
                          I updated the plugin using the library/vault section of the launcher and selected version 4.15 which it appeared to do.
                          I then went back and tried to update V 4.17 and 4.18 and it said already updated... But I was not seeing the new bone attachment behaviour in these versions.

                          I then went to the Engine versions section of the launcher and underneath each version is an " Installed Plugins! " link
                          Clicking on this I was able to update each version of the plug in.

                          So it was a launcher fault

                          The update fix for bone attachment appears to be working fine, good job and many thanks

                          Sly

                          Comment


                            Originally posted by Zaltrip View Post
                            Yo! Just bought the plguin yesterday, great stuff! Been testing it out and nice to see vehicle physics that dosen't completely bork when trying to play multiplayer.

                            With that said I had a bit of an issue when trying to do seamless travel with the vehicle, it seems like the TraceWorld variable in the SuspensionPhysics_Component has a problem with being garbage collected when it's just a pointer, I solved the issue on my end by turning it into a TWeakObjectPtr. I'll just paste my log and my hotfix here for future reference.

                            SuspensionPhysics_Component.h
                            Code:
                            UPROPERTY()
                            TWeakObjectPtr<UWorld> TraceWorld;
                            SuspensionPhysics_Component.cpp
                            Code:
                            if (Rewind && NewTraceWorld)
                            {
                            TraceWorld = NewTraceWorld;
                            }
                            else
                            {
                            TraceWorld = GetWorld();
                            }
                            
                            if (!TraceWorld.IsValid()) return;
                            Hey, thank you for letting me know about this. Didn't even think that it would have problems with seamless travel but it makes sense, the vehicle is not in any world while the travel is in progress so GetWorld() is returning nullptr.
                            Will fix this in the next patch.

                            Also, it should work without the weak object pointer, this should work:
                            Code:
                            UPROPERTY()
                            UWorld* TraceWorld;
                            SuspensionPhysics_Component.cpp
                            Code:
                            if (Rewind && NewTraceWorld)
                            {
                            TraceWorld = NewTraceWorld;
                            }
                            else
                            {
                            TraceWorld = GetWorld();
                            }
                            
                            if (!TraceWorld) return;
                            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

                              To clear up this,
                              I updated the plugin using the library/vault section of the launcher and selected version 4.15 which it appeared to do.
                              I then went back and tried to update V 4.17 and 4.18 and it said already updated... But I was not seeing the new bone attachment behaviour in these versions.

                              I then went to the Engine versions section of the launcher and underneath each version is an " Installed Plugins! " link
                              Clicking on this I was able to update each version of the plug in.

                              So it was a launcher fault

                              The update fix for bone attachment appears to be working fine, good job and many thanks

                              Sly
                              Sorry, didn't check the forums for a couple of days. Yea, updating plugins is a little weird to say the least, if you already have some version installed you have to go under installed plugins (below the engine version) to update it.
                              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

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