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Anti Gravity Racing Kit 2.2

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    Hello MBybee , welcome to the forum. Thanks for reporting this issue!

    I was able to reproduce this error with UE 4.25. My last build for this package was with UE 4.24 for the latest Windows demo.

    There seems to be an error with the processing of a Material Instance when the game is being launched.
    ​​I figured there is a simple solution. It turned out that the issue is related to the Boostpad Material.

    I'm sure this is a general problem with 4.25, since it has something to do with the texture compression settings, which caused no error for 4.24.

    To fix this issue:
    • In the Content Browser, open the Package folder Tenxtures > Boostpad > and open the Boostpad Texture
    • Change the Compression Settings from Default to Masks (no sRGB)

    This should fix the issue, let me know if this worked on your side.

    All the Best,

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

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      Originally posted by Alwin View Post
      Hello MBybee , welcome to the forum. Thanks for reporting this issue!

      This should fix the issue, let me know if this worked on your side.

      All the Best,

      Alwin
      Thanks! I've made that change. It doesn't seem to fix it when I reproduce with a new project.
      I did find a fix that seems to work - I created a new simple material like so:
      Click image for larger version

Name:	Fixed boostpad.png
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      So if you're having an issue with that and changing the texture doesn't work, perhaps try swapping out to a simple mat from the material instance.
      Last edited by MBybee; 07-13-2020, 02:15 PM.

      Comment


        perhaps try swapping out to a simple mat from the material instance.
        Switching to a standalone Material works fine for me, it must have something to do with the Billboard component having issues with Material instances.

        I will include a fixed Version in the next update, thanks a lot for the feedback.

        All the Best,

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

        Comment


          Originally posted by Alwin View Post

          Switching to a standalone Material works fine for me, it must have something to do with the Billboard component having issues with Material instances.

          I will include a fixed Version in the next update, thanks a lot for the feedback.

          All the Best,

          Alwin
          Thanks so much, and thanks for making such a great base for folks to work with!

          Comment


            I am a student and I am learning unreal right now, I understand the checkpoint implementation of trigger boxes for blueprints, but could you please explain me how the logic will prevent someone to just turn back and go through the checkpoint again to increase the lap count? How does it prevent cheating?

            Comment


              Welcome to the Forum.

              Every checkpoint has a unique index assigned to and the Racing Manager will decide if the checkpoint was valid based on the checkpoint index. If one checkpoint gets triggered by the vehicle, the Racing Manager will compare the triggered CP index with the one that was triggered before. A passed checkpoint is only valid if the index is one greater than the previous one (and some extra logic for start / finish or multilap checkpoints). This prevents skipping or re-triggering checkpoints.

              The logic behind this is all inside the Valid Checkpoint Macro.

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

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                I am having a minor problem, I created my track but every time I open the level, my track is not there and I have to click "Create Procedural Spline". Has anyone experienced this before? Does anyone have any suggestions?
                Quinton Delpeche
                Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard

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                  Hi qdelpeche,

                  I think it has something to do with the construction script. By default, the track is not being rendered until the Update Track checkbox is clicked (first entry of the Spline Track Blueprint in the Details Panel). This happens to prevent the construction script from re-generating the track mesh every frame while spline is edited, in order to achieve a better performance in the editor. To avoid this, you can check the 'Persistent [...]' checkbox to prevent the track from temporarily disappearing when changes happen to the Spline Track BP's construction script.

                  Let me know if you need help or if you managed to resolve the issue.

                  All the Best,
                  Alwin
                  Last edited by Alwin; 01-03-2021, 07:16 AM.
                  AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace

                  Comment


                    SchmidtBeats I moved your post to the Forum:

                    Sadly the vehicle doesnt levitate on voxel material surfaces and the pitch also does not apply to the meshs rotation. it just sits flast on the planets surface, i can drive arount, but it doesnt levitate even though I assigned the livitation phys material to it. Do you know how to fix it?
                    To fix the levitation / alignment issue, make sure your voxel material is set up properly:
                    • Open the voxel material
                    • On the left side of the Material Editor, make sure the Levitation Surface Physic Material is applied. It should look like this
                    • Click image for larger version  Name:	PhysMaterial.PNG Views:	0 Size:	54.0 KB ID:	1849211


                    Also: the exhaust and airflow particles dont react at all, they are at max at all times, even if standing still but the light intensity works for some reason
                    This seems to be an issue with newer Unreal versions. It has something to do with the material instances set in the construction script. The solution is to copy the entire construction script into the event graph and replace the construction script input with a BeginPlay event, this will fix the issue. Also make sure to disconnect the construction script input pin when you do this.


                    Click image for larger version  Name:	EventGraphMaterialInstance.PNG Views:	0 Size:	165.9 KB ID:	1849212


                    This will also be fixed in the next version, I will upload a new version for Unreal Engine 4.26 this week.
                    AG Racing Kit - Free Demo - Forum Thread - Unreal Marketplace

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