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[SUPPORT] ArcadeVS - update is here! new realistic vehicle and animation system!

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  • replied
    Any news about the progress of the 1.2 of the plug-in ?

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  • replied
    Hi,

    For the ramp, the problem come from the friction, the friction of the mesh is to high it stop directly the vehicle when it hit something: when I jump to high, the car stop at floor impact and start again from 0. Also, when I hit a wall, even by a car angle, the car face the wall it hit directly.

    All of these problems just come from the friction, I think, so, do you plan to add an option for that to in future? (if not, I'll looking for a solution by myself, just to know if I have to wait)

    Thanks again!

    EDIT: I have done some test with Physical Material, and that works well for the ramp!

    EDIT2: Just a feature idea, add an option to set Target Suspension Height per wheel (at least by pair) for vehicle with different wheel size (like tractor, for exemple)

    EDIT3: Poyoworks This is what I see on your exemple project on a fresh install of UE4 :

    Click image for larger version  Name:	UE4Editor_20190818_094254.jpg Views:	1 Size:	56.6 KB ID:	1654182
    no c++ folders or anything else... Any idea why?
    Last edited by nynjardin; 08-21-2019, 10:27 PM.

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  • replied
    Originally posted by Poyoworks View Post
    Hey guys, thanks a lot for the feedback on the plugin!

    nynjardin yes I know the way accelerating/braking worst in terms of priority is not perfect right now and can lead to some weird behaviors. For the helper you mentioned, I have the visualizer component that's supposed to do that (it currently supports center of mass and traction offset), do you find it useless or would you have preferred something different? For the acceleration / brake, do you have an idea on how you would like those settings to be exposed on the vehicle system or how you'd like to be able to configure them?

    I've checked your screenshots and yeah that's not normal. Did you check the parameter for the number of wheels to be considered OnGround?
    When you have this issue, you can press F8 to unpossess the vehicle, then click on it and select the VehicleSystemComponent. From there you should be able to check all the current settings, this should show you if its considered OnGround and if the suspension HitCasts are working properly.
    Also you should activate the visualizer it will help you understand better what's going wrong with the ramp
    Thanks for the answer!

    For the vehicle stuck, all look good: https://i.imgur.com/YIMcetp.jpg I will investigate further later.

    For the center of mass, I have activated everything needed to see it and when I play with parameters the little yellow sphere don't move, I have supposed that wasn't an helper, but it is. I'm little confuse to have so many strange behavior starting with my inability to found content folder in your exemple project : https://i.imgur.com/GkgIecg.jpg

    I start thinking that can come from my UE4 installation, but before performing a complete reinstall, I want to check with you if I messed something?

    For accelerating/braking, I think all exposed settings are enough, for what I think I need, a least for now, I'm just frustrated that I can turn when backing and can't change the center of mass (for now )

    Thanks for what you've done, look very promising and help me a lot on my project!

    EDIT: I solve the turn when brake control problem, I use the third person template for testing Arcade VS, and I have to reconfigure all input

    EDIT 2 : Poyoworks since I can't see what you have done in exemple project, can you provide better animation BP in your documentations that I can reproduce ?

    EDIT 3 : I think the ramp problem come from that the animation is not set, I do some play with the demo project and the behavior look to be different (I can't replace demo project cars by mine, so, I can't perform more test for now)
    Last edited by nynjardin; 07-30-2019, 07:45 AM.

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  • replied
    Hey guys, thanks a lot for the feedback on the plugin!

    e3pojedi glad to know your demo went well I've got substeping on the list of feature for next releases. Its not the top priority right now but I'll take care of it. Meanwhile if its a real show stopper for you I could help investigate why you're getting frame drops under 30.

    nynjardin yes I know the way accelerating/braking worst in terms of priority is not perfect right now and can lead to some weird behaviors. For the helper you mentioned, I have the visualizer component that's supposed to do that (it currently supports center of mass and traction offset), do you find it useless or would you have preferred something different? For the acceleration / brake, do you have an idea on how you would like those settings to be exposed on the vehicle system or how you'd like to be able to configure them?

    I've checked your screenshots and yeah that's not normal. Did you check the parameter for the number of wheels to be considered OnGround?
    When you have this issue, you can press F8 to unpossess the vehicle, then click on it and select the VehicleSystemComponent. From there you should be able to check all the current settings, this should show you if its considered OnGround and if the suspension HitCasts are working properly.
    Also you should activate the visualizer it will help you understand better what's going wrong with the ramp


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  • replied
    I found something very strange: I make a ramp, if the car don't take the ramp perfectly, the car become stuck on the ramp, I can't move anymore

    Like here: https://i.imgur.com/GR0Ic3A.jpg or here: https://i.imgur.com/35G2TtH.jpg

    The car completely stop (in some case, even if I come very fast) and i'm unable to move even if one of more tire touch something

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  • replied
    Look promising, but I meet some problems that will probably solved in future update (like when I break without releasing accelerate button, and then I release brake, the car don't accelerate again, I have to re-press accelerate to move forward again or when I brake and the car go backward, I can't turn anymore, for exemple) I just have 2 suggestions for now to help to fine tune a car: an helper to show where is the "Center of Mass Offset" and same for "Traction Offset" in the blueprint viewport will be perfect!

    And, I can't access to the ArcadeVS Content folder in the demo content, I can't found the folder, even if I use Browse to Asset in Content Folder, nothing happen, so I can't see your exemple...

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  • replied
    Hey Poyoworks , thanks for making this plugin and the support you gave me! The demo went really well! The only issue there was is the lack of physics sub stepping below 30FPS - when will this be patched? Thanks!

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  • replied
    Hi DomusLudus, I'm super happy to know that you like the plugin! I've sent you an email where I've tried to answer all your questions

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  • replied
    This plugin is crazy amazing, but I need a few features more...

    I need more control in reverse, because is hard back to the road after a hit, I guess if I could completely vary the behavior when it's in reverse it would be nice
    - Reverse acceleration
    - Max angular velocity reverse
    - Reverse Brake

    Can add brake to drift
    - Drift brake

    and also how can I leave the car stopped while the countdown begins for the race? or when cross the finish line?
    if there is a bit of slope, the car moves only, I try set disable "enable movement", brake to 1, disable "simulate physic", nothing work.

    "enable movement" look like disable input, but not stop the car. or am I missing something?

    A handbrake can be useful in this cases, because set brake to 1 make to the car reverse
    - Boolean Handbrake
    - Handbrake force


    Bug
    Disable tick in car crash the engine
    Last edited by DomusLudus; 06-24-2019, 04:50 AM.

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  • replied
    It looks very promising for my game, but dude, update the documents.
    https://poyoworks.github.io/ArcadeVS...iclesetup.html

    Put that you have to add arcadeVSAnimator component ...


    Click image for larger version

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ID:	1634491

    I went crazy until I discovered why the wheels of my car wheels not moving


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  • replied
    @e3pojedi I've sent you the needed modifications, you should be able to compile the plugin for 4.22, tell me if you have any other issue!

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  • replied
    Looks good! Is there a way to compile the current plugin for 4.22? I have a deadline of 2 weeks for a prototype showcase, and I would really like to get the vehicles improved before the deadline hits. Poyoworks
    Thanks!

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  • replied
    Hi e3pojedi, I've just submited the build so it should be available in ~2 weeks hopefully! I've updated the documentation and detailed everything that's coming in the update, feel free to have a look, it's here: https://poyoworks.github.io/ArcadeVS_DemoProject/. Thanks.

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  • replied
    When is the 4.22.2 update coming? Poyoworks

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  • replied
    Hi moody.by.name, thanks a lot for the feedback! I'll update the documentation.I see the problem you're having, when landing jumps it feels like you hit a wall when the vehicle hits the ground. I remember experiencing this issue with some settings but though I got it fixed. Could you PM me a screenshot of your vehicle settings so that I can reproduce that easily ? Also I'm almost finished working on the next update which adds a nice animation system and many improvements, I'll update this post with a new video soon!

    Leave a comment:

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