Originally posted by CryRealUnity
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Blue man Vehicle Physics Plugin
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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.
Look forward to trying it out
Thanks Sly
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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.
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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?
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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?
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Originally posted by CryRealUnity View PostAnd 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?
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Originally posted by CryRealUnity View PostOk 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?
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@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
Last edited by Blue man; 01-23-2018, 01:28 PM.
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The update is now live.
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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;
Code:if (Rewind && NewTraceWorld) { TraceWorld = NewTraceWorld; } else { TraceWorld = GetWorld(); } if (!TraceWorld.IsValid()) return;
Attached Files
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Originally posted by Sly401 View PostHi 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
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
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Originally posted by Zaltrip View PostYo! 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;
Code:if (Rewind && NewTraceWorld) { TraceWorld = NewTraceWorld; } else { TraceWorld = GetWorld(); } if (!TraceWorld.IsValid()) return;
Will fix this in the next patch.
Also, it should work without the weak object pointer, this should work:
Code:UPROPERTY() UWorld* TraceWorld;
Code:if (Rewind && NewTraceWorld) { TraceWorld = NewTraceWorld; } else { TraceWorld = GetWorld(); } if (!TraceWorld) return;
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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
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