Announcement

Collapse
No announcement yet.

Blue man Vehicle Physics Plugin

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Would be nice if the creator would give qdelpeche a green light to go ahead and publish that tutorial (it's not as if the published to-be-changed source code snippets had any real value - would probably even fall into fair use anyway).

    Edit: once VS was upgraded to 2019, updating the plugin to 4.22 was super easy, barely an inconvenience.
    The linked thread with 4.22 C++ changes covers about everything.
    Last edited by Cpt.Trips; 07-16-2019, 06:58 AM.
    [Marketplace] Loading Screen System (ᴘʀᴏᴘᴇʀ ʟᴏᴀᴅɪɴɢ sᴄʀᴇᴇɴs, ɴᴏᴡ ᴡɪᴛʜ ᴘʀᴏɢʀᴇss ʙᴀʀs)
    [Free][Script] Automate Download of Mixamo Animations
    [VłĐɆØ] Performance: BP vs C++ vs Blueprint Nativization

    Comment


      Hello, guys!

      I am using this vehicle plugin now, but I ran into a problem. My vehicles have a big size opposite to models in a demo project. I increased a Tire size under SuspensionSettings until 200. After that my vehicle barely moved like a zombie Increasing a RPM value and decreasing a mass of vehicle didn't help. I completely stuck at this stage. I don't know what I can do it with it. Please, help me.

      Comment


        Well, it's been some time... sadly...
        Probably gonna sound like a broken record but sorry to anyone who has been waiting for months. It has been difficult to find time to do anything else since I got hired to work full time on a project.
        I had big plans for this plugin but not enough time...

        4.22 update is gonna go out soon and I'll make sure 4.23 support update goes live the same week as the engine release.
        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
          Well, it's been some time... sadly...
          Probably gonna sound like a broken record but sorry to anyone who has been waiting for months. It has been difficult to find time to do anything else since I got hired to work full time on a project.
          I had big plans for this plugin but not enough time...

          4.22 update is gonna go out soon and I'll make sure 4.23 support update goes live the same week as the engine release.
          Thank you for the update! Looking forward to purchasing once the 4.22 update goes live!

          Comment


            Hey,

            Just wondering how the plans were going to update this to 4.23.

            Thanks!

            Comment


              Hi i love your plugin but plz make something about the car control in 4.21,i did what you say about the put the center of mass to the front of the car,but my game have a lot of jumps, and my car every time in the air point the nose to the ground,if that is no possible in 4.21,plz make this possible in 4.22 or 4.23.
              You have something to work around about that issue?
              Thanks

              Comment


                I bought the plugin and experiencing difficulty in parking the vehicle still on the ramp with handbrake. As photo displayed, we tested on the example, printed out the Speed of each wheel, from the following part in SuspensionPhysics_component.cpp, it is very close to zero on the ground, but stay around 15 while handbrake is pressed, which suppose to be zero as well.

                Code:
                if (Handbrake)
                        {
                            N_HandbrakeWheels = N_HandbrakeWheels < 1 ? 1 : N_HandbrakeWheels;
                            RollingResistance = FMath::Clamp(((-WheelRollingResistance * 100.0f) + -(Handbrake_Multiplier * 10.0f)) * (Speed * 1.0f), -Handbrake_GripLimit * 1000.0f, Handbrake_GripLimit * 1000.0f) * BodyInstance->GetBodyMass();
                            float HandbrakeRollingResistance = -Speed * 20000.0 / N_HandbrakeWheels * StickyTiresHandbrakeMultiplier;
                            RollingResistance = FMath::Lerp(RollingResistance, HandbrakeRollingResistance, StickyTiresRatio);
                        }
                We realized blueman isn't active anymore, does any owner of plugin has a solution? Where can I find the support email of blueman?

                Thanks! Qing

                Comment


                  Any updates to Blue Man Vehicle AI Plugin Still stuck in 4.21
                  Portfolio Webpage
                  http://fcsupreme.wix.com/gamedesign

                  LinkedIn: uk.linkedin.com/pub/adam-facey/77/a01/61/

                  Comment


                    If you want to update the plugin, read the posts from qdelpeche on page 38. I'd suggest finding another plugin if you don't know how to write code, since this one has basically been abandoned.

                    Originally posted by qdelpeche View Post
                    For everyone else ... it is relatively straightforward to upgrade this to 4.22. I did it last night ... you will need to use the C++ Transition Guide for 4.22 to do it: https://forums.unrealengine.com/deve...guide-for-4-22

                    I used a source build of the Engine to do it but it is relatively straight forward. I can't share my binary files with you as I am not the maintainer of the project, but I can try to help you all.
                    Originally posted by qdelpeche View Post
                    @all - please don't ask me to send you my binary files, it would be against the terms of the Marketplace and my agreement as an Epic Moderator. I am willing to help you get it compiled, so follow these steps first.

                    1). Download the Vehicle Physics Plugin to your 4.21 engine.

                    2). Download the Vehicle Physics Sample project for 4.19 from here: https://mega.nz/#!PgNhESaA!15x2p5PNY...-qb-0gtkY1lRG4

                    3). Install Team Viewer 14 on your machine.

                    4). Then contact me via DM and I will remote on to your machine and compile the plugin to v4.22 for you.

                    * I just helped to build this on a binary version, so you no longer need the source version. The process takes about 10 minutes.

                    ** If you want to chat to me in real time, feel free to drop by the Gobbo Games discord channel: https://discord.gg/jrKNUms

                    PLEASE NOTE: I am not ignoring any of you, I am just located in South Africa (GMT+2) which means my time is totally out of sync with most of you. So we will need to schedule Team Viewer access to your machine carefully.

                    Comment

                    Working...
                    X