I don't think so. I like to keep the Blueprint Style, because it's easier for beginners to follow and save you a lot of time. The only purpose for using C++ directly, is to get something the Engine not already have.
@@Seredias. It was the static mesh for the Vehicle, it was set to vehicle and wasn't set to ignore World Dynamics.So the tires can interact with the vehicle I made them physics bodies and when they attach I switched them to WorldDynamic.
This is great. I might use part of this to rip off the wheel in crash.
great! will You make any c++ tutorials?
I don't think so. I like to keep the Blueprint Style, because it's easier for beginners to follow and save you a lot of time. The only purpose for using C++ directly, is to get something the Engine not already have.
When I attach the wheels, the collision from the wheels and the car sends the car tumbling through the air. This is with UE 5.5
Did you setup the Vehicle like I showed in the Import Car Tutorial? 0:12
The Car Collision Preset needs to be ignore the WorldDynamic
@@Seredias. Which car import tutorial? The older or newer one?
@@ewomer100 The new one. That's why I linked it in the Description and said that right at the begin.
@@Seredias. It was the static mesh for the Vehicle, it was set to vehicle and wasn't set to ignore World Dynamics.So the tires can interact with the vehicle I made them physics bodies and when they attach I switched them to WorldDynamic.
Hiello, are you currently making a game with similar mechanics?
@@Anathem22 I would like to, but I don't have the time. Its already difficult to do this Tutorials beside my job.
@@Seredias. I am a 3D modeler and I have some ideas, so if you want, you can contact me🙃