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Anti Gravity Racing Kit 2.2

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    [RELEASED] Anti Gravity Racing Kit 2.2

    Click image for larger versionName:	AGBillboard3768x226.pngViews:	0Size:	82.5 KBID:	1711988

    Free Demo Available!

    Get the latest demo for version 2.2 here (Update 01/22)


    The AG Racing Kit is a package for anti gravity racing games in Unreal Engine 4. Key part of this package is the physically based anti gravity vehicle controller with a fully customizable physics setup - featuring adjustable levitation height, thrust-, airbrake-, stabilization and drag forces. Additional features like auto align functionality, animated airbrakes and dynamic camera movements contribute to a smooth and polished driving experience. Visit the homepage and get a free demo.


    • Flexible Physics Setup
    • Magnetic lock to Surface Functionality
    • Smooth Camera Se

    • Spline Based Autopilot
    • Airbrakes with Animated Flaps

    • Smooth Keyboard and Controller Input
    • Autopilot Controls
    • Advanced Spline Track Blueprint
    • Racing Manager / Checkpoint System
    • 100% modular Blueprints
    • Demo Environment Included


    Documentation for 2.0.X is available here

    Updates & Fixes

    Update 2.2.2 - Engine Version 4.26 - Please update your Project to Unreal Engine 4.26 before importing to receive this version
    • New: Offroad Demo Map
    • New: Autopilot Offroad Demo Map
    • Improved: Vehicle Physics Improvements
    • Improved: Spline Track Blueprint
    • Fixed: Spline Track Editing Improvements

    Update 2.2.1 - Engine Version 4.24 - 4-25
    • New: AG Vehicle Child Blueprints for varying AI Difficulty
    • New: 3 new Vehicle Presets, different Vehicle Setups

    Update 2.1a
    • Fixed: Checkpoint Reset Issue for Open Tracks
    • Fixed: Total Race Time for Single Player in Race Overview
    • Improved: Autopilot Setup optimized for Demo Track
    • Improved: Additional AI Player Preset in the Racing Manager
    • Improved: Refractive Glass Material for specific Track Parts
    • Improved: Post Process Settings in Demo Map

    Update 2.1
    • Improved: Racing Manager Blueprint Organization
    • Improved: Optimized Vehicle Physics, Lowered Ship Floating Height
    • Improved: Spline Track Blueprint, Optimized Auto Spline Shapes
    • Improved: Pre, Post Race UI Design
    • New: New Demo Track, Cinematic Level Sequence

    Update 2.0.5
    • Improved: Autopilot Blueprint setup (more macros, cleaner overview)
    • Fixed: Resolved Autopilot scan issues for large tracks
    • 2.0.5 a: Fixed a label displaying a previous version number

    Update 2.0.4
    • New: Advanced pre-and post-race screen with player positions and race results
    • New: Spawn controller for a simple race setup with AI / player vehicles
    • Improved: Advanced racing AI / Autopilot setup
    • Improved: Optimized Racing Manager Blueprint

    Update 2.0.3
    • New: Checkpoint nodes for a better workflow with the checkpoint system
    • Improved: Respawn at last checkpoint shifted to the racing manager - resulting in a cleaner level BP
    • Improved: Spline roll for non terrain aligned spline tracks
    • Improved: Cleaner checkpoint system node organization in the Racing Manager
    • Fixed: Checkpoint sound gets only triggered for the locally controlled player
    • Fixed: Checkpoint loop issue resolved when ship respawns at the start of the race

    Update 2.0.2
    • Improved: Game Mode Preset in Demo Map's World Settings - No Additional Setup Required
    • Fixed: Landscape Rendering Issue Resolved

    Update 2.0.1
    • New: Cinematic demo level intro
    • Improved: More direct and responsive vehicle steering
    • Improved: Variable slider calibration for an easy vehicle setup in the Details Panel
    • Improved: Racing Manager node organization - more use of Macros for a clear overview
    • Improved: demo map lighting setup
    • Fixed: Respawn at last checkpoint fixed

    Update 2.0
    • New: Spline Based Autopilot Controls
    • New: Spline Track Blueprint with Procedural Spline Generator
    • New: Procedural Environment Mesh Instance Placement
    • New: Racing Manager & Checkpoint System
    • New: Sample UI displaying racing data and vehicle speed
    • Improved: Refined Vehicle Setup with Better Physics and more Functionality

    Update 1.1
    • New: Added network replication
    • New: Engine version 4.18 supported
    • New: Game mode with player spawn setup
    • New: Modulated Boostpad Sound
    • Improved: better input handling
    • Improved: Vehicle Sound Attenuation for 3d Sound

    Getting Started
    • Import the new 2.0 package into your project
    • Go to Project Settings -> Engine -> Input and apply these input settings or import the Input File from my Website.

    Click image for larger version  Name:	input.PNG Views:	1 Size:	84.3 KB ID:	1557009
    • Go to Edit -> Project Settings and set the AG_Gamemode as your default Game Mode
    • Open the example map and enter Play Mode

    Please Note

    1) Make sure to read the documentation once you decided to get the package, all important features are explained in detail.

    2) Please send one message or post at a time, I will get back to you mostly within 24h.

    3) I do my best to keep the tools compatible and updated with the most recent engine versions. If you find an issue, bugs or potential improvements, please report it in this thread and I will take a closer look to fix the issue with the following update.

    Feedback and suggestions are welcome!
    Last edited by Alwin; 01-14-2021, 09:12 AM.
    AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace

    Hello, I managed to get the example track up and running, and set AG_GameMode as my default game mode. The ship shows up in my scene. But when I launch the scene, I'm unable to get any response from my keyboard or my gamepad. Could you explain how to get controls working? I'm on Unreal Version: 4.19.2


    Screenshot of Compiler Errors is attached.
    Attached Files
    Last edited by Crazy Draisey; 05-09-2018, 09:42 PM.


      I take it back, I dug into what Input Axis References was, and now I have perfect control via my Xbox Style Gamepad.

      Attached Files


        Hi there,

        you're right, all input controls are dependent upon your Project Settings (Engine -> Input)
        You can either add them manually, as you did, or simply download and import the input settings .ini file from my website.
        Take a look at the documentation if you haven't already, all topics are explained there in more detail.

        Thank you for using the forum, a bit of conversation is definitely appreciated!

        AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace


          Hey Alwin! Yeah I was so excited that I just dove in without looking at the doc. =P

          I'm having so much fun with this blueprint, and shooting off into the sky and trying to land back on the track is exhilarating.


            So one small thing I'd like to know is now that I've imported a custom ship mesh into Unreal, how do I swap it to be used by the blueprint?


              To use a custom mesh, simply open up the Blueprint and select the ShipMesh component, then search your imported ship model in the Static Mesh dropdown on the right. Make sure your mesh origin and scale are appropriate (see doc. page 3) otherwise you can offset it manually e.g. with an empty billboard component. Move the parents of the Airbrakes to match them up with your new ship and you're done.

              Always double-check that your vehicle mesh has collision turned off, as all the collision is provided through the SphereCollision component.
              AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace


                Thanks for your help, this whole Blueprint system is starting to make sense. I can see now how to add additional moving parts that correspond to player button input.
                Attached Files


                  Hey, how's it going? I was wondering if there's a setting in the blueprint to increase the weight of the ship, causing it to fall faster? I increased the gravity to 1500 to attempt a similar effect, but then the ship had trouble going uphill.


                    The speed of which the ship is falling is not affected by it's mass. You could increase the default gravity, but as you said, the vehicle then has trouble going uphill.

                    I just found a better solution. You can add an additional force that pulls you to the ground, but only when the levitation trace is not obstructed. This way you can drive uphill as usual, but when the line trace is losing contact to the ground your vehicle has additional gravity and thus is falling faster.

                    To achieve this is simple:

                    1. Add this part to the vehicle Blueprint (after the 'set linear forces' section)

                    Click image for larger version  Name:	ArtificialGravity.PNG Views:	1 Size:	109.3 KB ID:	1475818

                    2. Go to 'Apply linear forces' and add a pin to the vector addition where all forces are combined

                    3. Connect your new artificial force vector to the pin

                    That's it! Please try and let me know if it works for you. I will certainly include this in my next update.
                    AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace


                      It works like a charm. I get some cool jumping moments now. Much appreciated, thank you!
                      Last edited by Crazy Draisey; 05-15-2018, 03:08 AM.


                        I love that when I fall off the track, the blueprint puts me right back where I was. It's a very forgiving system. But is there a way to give the player a speed boost since my ship currently starts from 0 mph after respawning? Maybe by spawning an invisible Boost onto the player's position so that they can get back into the race faster?

                        The issue came up when I started respawning on uphill climbs. They're not impossible, just kind of sad, haha.


                          If you take a look at the level Blueprint, there is a node called 'Set Physics Linear Velocity', which gets triggered when your vehicle respawns to the track. Instead of setting it to 0 (by default), you could set it to whatever speed you'd like. Ensure that the velocity is facing in the forward (x) direction of your ship

                          Click image for larger version  Name:	SetSpeed.PNG Views:	1 Size:	94.7 KB ID:	1476582
                          Last edited by Alwin; 05-16-2018, 04:55 AM.
                          AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace


                            Sorry, could you clarify which one is the "level blueprint"?
                            Attached Files


                              The level Blueprint is located at the editor toolbar (Blueprints -> Open Level Blueprint)
                              AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace