After 10 hours and a dozen vehicle tutorial videos, yours was the only one that worked for me! Thank you Marco! You paid particular attention to some tiny details that really shed light on the whole process.
Thank you for sharing. At 4:09 th-cam.com/video/BKbKfF0jTLY/w-d-xo.html it seems that you have exported with Y-UP (check the FBX File Information) but you have shown that you have exported using Z-UP :/ I'm having issues trying to make wheels work (they behave in weirds ways...) I'm wondering if it could be related to a wrong axis orientation... which is the one you are using for this example?
As long as the body of your car is oriented along the positive X it should work. Make sure you check the pivot points of your wheels. They need to be at the center of the hub and not at the center of the body of the car.
This was precisely what I was looking for, so easy to follow along too! Quick question, all of the materials I created and applied to my car in blender (light emission, glass, paint, other textures), will those be transferred over into UE4? Or should I not even bother doing materials in blender and just do them in UE4?
Hi, Thanks for a great tutorial, although I am having a problem. The collision mesh for my wheels is 90 degrees off, so all the wheels face sideways. Also when I test they have no collision and sink into the landscape. Does anyone know what might be wrong?
Update I solved the problem, It was in Project settings, Default shape complexity has to be set to Use Complex Collision as Simple for anyone who might have the same problem.
Hey - My car's body consisted of several parts (bumpers, fenders etc.) and the whole mesh seems to crumple when I hit play. Any idea how to fix this? Also when I hit the throttle, the camera outstrips the car instead of remaining behind. Please help if you can
Looks like you are missing some constraints in your physics asset. The vehicle movement component will take care of linking the wheels to the body but for the rest you are on your own.
I must have tried this tutorial 10 times and i can't get the collision mesh for the wheels to align with the wheels, they are always rotated 90 deg. I have checked the scale and all the other things mentioned below. It must be some setting i am missing. Any ideas
Good tutorial, just wanted to clarify that I don't believe there is an "auto scale" function for the wheel colliders. 30cm x 10cm is just the default values. Just so people don't expect the engine to automatically scale to their wheel sizes, if they aren't 30x10cm.
You may not believe it, but if you check the engine source code it's in there. /** * If true, ShapeRadius and ShapeWidth will be used to automatically scale collision taken from CollisionMesh to match wheel size. * If false, size of CollisionMesh won't be changed. Use if you want to scale wheels manually. */
@@marcoghislanzoni Hey Marco, thanks for the reply and correction! Do you know if this is new code? Which file did you find this in? I did a quick search and couldn't find it, but I'm still on 4.21. Cheers!
@@7THHVN the code is inside UWheeledVehicleMovementComponent::SetupVehicleShapes(). I think it has been there for many versions, but I only have the latest source code so I would have to go online on Epic's GitHub to check.
@@marcoghislanzoni Interesting, thanks for pointing that out, I totally missed it at the top there "Auto Adjust Collision Size", whoops! I must be missing something with my setup though, as the function doesn't work for me (that's why I didn't think such a function existed, I've always had to manually set wheel sizes). In my current example, I have wheels that are 45cm radius (in Max) and if I leave the Wheel BP setup in UE at default (auto adjust enabled) then 'pxvis collision' shows them too small. Also, as can also be seen in your video above, if I adjust the shape sizes manually with auto-adjust still enabled, the sizes change. You would think if auto-adjust was enabled, ShapeRadius/ShapeWidth would be ignored (otherwise, how do you get it to work?). I also tried the "UsePhysAssetShape" option and that seemed to make no difference either. Would love to know more about this or see it working in action, as now I'm concerned that I'm missing crucial parts of my setup that could be causing other issues!
@@7THHVN Make sure your wheels have a collision volume (even a box) and try again. PhysX doesn't work with the visual mesh but with the collision information.
Make sure the bone names indicated in the Vehicle Movement Component are right. Also double check the scale of your car as indicated in the tutorial. The skeleton should have a 1,1,1 scale. If you see 100,100,100 it won't work.
Far as I can tell I followed all the steps correctly, but the car comes out really small, the wheel cols come out huge. All scale values are 1, but i had to manually change wheel radius, and such to get it to fit. Oddly as well, when I first opened the physics asset there were no auto-generated wheel constraints like you had. No idea what's going on for me. Still trying to figure out why the car's body is so tiny in relation to everything else. My scale is 0.01 in blender, all rot/trans/scale applied, origins set, and body set as a parent of wheels.
Great video, although it didn't work for me. I followed every single step exactly, but in the end my Physx wheel colliders are always generated in the center of the vehicle body, and so my vehicle sinks halfways in the floor and don't moves. It's really strange, I feel like a I missed a step there but I could not find any difference. Interesting observation: the colliders DO have the correct size (so this works), they are just all crammed together in the center.
Check the scale of your skeleton inside unreal. it is probably off. It has to be 1.0,1.0,1.0 for it to work properly. Someone else had the same problem working with imported models and solved it by tweaking the scale inside Blender. Read the comments below.
@@marcoghislanzoni Thanks for tutor, i have the same issue, but i`ve iscovered that problem is that the collisions of wheels creating in root bone. And I dont know why
I don't have a specific video showing this use case. In Unreal Engine/PhysX you can use the SimpleWheelMovementComponent for that. It can be used to create a vehicle (like a carriage) where the wheels are not powered by an engine.
@@megtwin You can create a hinge using a physics constraint actor (or component). If you have troubles feel free to ping me on Discord - Unreal Slackers (as @vr_marco#8894).
Marco, thanks so much for this tutorial. Quick question for you: that little blue anchor that you check while rendering - what is it? It isn't in the newer version of Blender so far as I can see.
the second test for mesh is i reduce the shape raduis and shape width so the car not falling but not moving and wheels not rotating also not turning to right , left
@@marcoghislanzoni ok Marco i will make short video and share , so i am waiting for my pc , as i gave to repairing shop , and now i am using my old laptop is slow like me .... heheheh :) :) :)
@@WebExtension1 Is your vehicle oriented properly? Facing the positive X axis with the wheel bones oriented along the Y axis? If you visualize the wheel colliders using `pxvis collision 1` at the console do you note anything wrong? In case contact me via Discord - Unreal Slackers (@vr_marco). That will make it easier to help you out.
For acceleration you need to raise the engine torque curve but also tweak the gear rations. Also make sure you have enough grip on the driving wheels by increasing the longitudinal friction coefficient. Similarly for lateral grip, you need to increase the lateral one (in the wheel BP).
hi sir please help i downloaded a car frm blender market which came with discbrake and some other stuff not just wheels shoul i delete them nd follow along this tutorial..also i have steel wheel mesh under tire..when i select tire,,.... steel wheel mesh wont select i have to open the hierarchy and select all,do you have that steel mesh under your model tires too ? iam a noob im sorry if this is a stupid question
The brake disks go together with the wheels/rims and rotate with them but the brake caliber needs an own bone because it moves only vertically with the suspension. You need to animate the brake caliper from the AnimBP by copying the vertical movement of the wheel and applying it to its bone.
@@izzetelci6201 get in touch via Discord - Unreal Slackers. You can find me as vr_marco#8894. It is difficult to understand your problem without seeing it.
After exporting Fbx, UE4’s physical items only have the car body and no wheels. After adding the wheel blueprint, the black wire frame is at the origin of the car body. Please help me solve it, please.
if you mean that the physics asset only shows a physics body for the body of the car, that is normal. You actually don't need the physics bodies for the wheels, but you can always add them. If you see the wheel colliders at the center of the body, either you didn't reference correctly the wheel bones inside the Vehicle Movement Component _or_ there is a scaling issue with your car. Check your skeleton and make sure its scale is 1,1,1. Anything else (like 100,100,100) will cause the issue you are experiencing.
@@marcoghislanzoni Thank you very much for your reply. The problem now is that the black wireframe always follows its center (Car_Body), and there is only one body in the physical resource, but the skeleton in the skeletal panel is complete, with a body, 4 wheels, and coordinates The locations are all correct. I have successfully exported several times. As long as the physical resource skeleton is complete, there should be no problems next, but I still don’t know where the problem is.
@@marcoghislanzoni I checked, the center of the body is the center of the geometry, the center of the wheel is the center of the geometry, the wheel is the child of the body, Object_Apply_Rotation&Scale, and finally exported.
sorry Marco for late reply : when importing is finish there is splash or open 1 box is name (message log ) and they said for each mesh ( has no UV set. Creating a default set)--- (Could not find the bind pose. It will use time 0 as bind pose. ) . and the last when i press button for play the vehicle is falling , falling and rotating maybe 18 seconds is continusly falling and rotating , the wheels not rotating ...... pls help ..........
You need to UV-unwrap your model. This is needed for UE4 to be able to apply materials to it. Also, it looks like your model already contains an armature, hence the message from Unreal about the missing pose. With my method you don't need an armature.
hey, its me again, for some reason when I scale my car in blender, it says its "1,0". But when I'm in unreal, and I look at the main body, it shows "100.0" and not "1.0", however, the wheels show "1.0". You know what the issue might be? ive hit the apply transformations button in blender as I scaled the model, but its still showing the same thing.
You may need to scale the armature and the mesh properly and separately in Blender, then re-parent them before exporting. You want the skeleton and all the components to have scale 1.0
So I followed exactly. I've re-done this multiple times and still have issues. Every time I have to re-scale my tire BP to be a height and width of 0.42 if I dont it puts the wheels in the center of my mesh and my car goes flying across the map. In blender the scale is set to .01, I apply the Rotations and Scale. The origin is set to geometry. and I have the exact same export settings you used. I cannot figure this out.
Check the scaling of your skeleton once you bring it into UE4. It should be 1.0 on all axis. Also read the comments below as someone has had a similar issue with some strange scaling but figured it out eventually.
@@marcoghislanzoni Skeleton is scale 1.0 an all axis. I dont know what the deal is. I decided to just scale the wheel blueprints till they were in the right place...now the issue is; my wheels spin but the car doesnt go forward?
@@marcoghislanzoni Ok, I finally figured it out. for some reason, in blender, after I set the scale to .01, I then after to manually rescale the model x100 then apply Scale.
The source is mentioned in the description to the tutorial. You can use any other car model for that matter as long as it respects the parenting structure.
The fact that the wheel colliders come off is not a feature, so not sure how/why that happens. Not going too fast enough could be a matter of engine torque/power, gear ratios and longitudinal tire friction.
Please I need help! I followed your tutorial, I did everthing but in the end, my wheels are acting crazy. I mean that, in addition of the normal animation of rotation, they go up and down around the car. I noticed that changing the wheel's size in their BP changed the problem but I can't find a way to resolve it. Moreover, my mx5 is very small with the 1.0 scale, maybe it has something to do with it I don't know. I'm desperate right now
You need to scale your car model in your DCC application (e.g. Blender or else), then apply rotation and scale before exporting. Do not scale in UE4 because that creates all sort of issues. Also within UE4 make sure your skeleton comes in with 1.0, 1.0, 1.0 scale.
Thanks,Marco .Just one question:Why you delete the default physical assets of the wheels?I've seen a lot of video tutorials and they are still keep them.
Great video, thanks for share it! Just one request: please add audio to your videos, even if English is not your first language, it will be really appreciated. We are not here to judge your English level but to learn from your experience. Once again great videos and thanks for the time you invest creating these content for us.
Hi Carlos, you are welcome! Regarding the voice-over, I would have no issues adding it, but I have made the deliberate decision not to. There is plenty of tutorials out there with people trying to explain what they are doing while they are doing it and ending up with a totally unclear and unnecessarily long video. I have decided to focus on the "real" content instead. I understand that my style is not for everyone, but I am also getting appreciations from many viewers, including some with special needs/learning disabilities which find my tutorials easier for them respect to the more traditional ones. I am not excluding that I will add audio in the future, but for the time being I think I will stick to this format.
@@marcoghislanzoni Your videos are clear and straight to the point, a voice over is a plus from my point of view, but I do understand your point. In any case as I said your videos are really appreciated. By the way I was able to follow your tutorial and make it works, but now I want to use a car mesh with different physics body, frame, doors and truck, but I'm not able of welding or add constrains and make those physics body works as one. Any suggestion will be appreciated.
when imported into unreal the wheels dont have the physics shape around and the car flings off into space and theres nothing in the physics asset apart from body
Thanks Man for this awesome tutorial! It all works fine just that the car wheels are spinning on the wrong axis! Car moves and steers perfectly just the wheel animation is spinning the wheels sideways!! How do I fix this?? It'd be great if someone could help me out!
@@marcoghislanzoni Thank you. You're so awesome for replying so quickly. I just found that in Blender the car wasn't oriented around the X-axis. I did it and brought it back to Unreal. This time however for some reason it doesn't move at all. Its wheels seem to be going into the ground plane and stuck there. I checked the physics asset and everything is the same. I don't know why this seems to be not aligning on the surface when I press play. Everything else is the same.
@@marcoghislanzoni I also just figured out that the reason could be that the wheel colliders are still in wrong orientation. they are still aligned with the earlier axis when the wheels were spinning sideways. I manually increased the wheel collider size from the wheel BP settings as you showed and they are perpendicular to the angle of the wheels. Gosh! Is there a way to fix that? It would be a Huge Huge help! Thanks in advance man!
Max Mohico so this time the body is aligned correctly but the wheels aren't? That is very strange. Are they aligned properly in Blender? Did you apply all orientation and scale within Blender before exporting?
@@marcoghislanzoni I am sorry for bothering. I decided to measure car straight in Blender, and found out ive been importing pocket car. Its 4cm long !@#$%. Was excited when saw your video and wanted to try ASAP. But since there is not much free car models on internet ive converted one from NFS game using zModeler. Guess he has some issues exporting Thanks for great tutorial!
Sadly, black collision of wheels doesnt appear around of them , instead i have only one invisible in center of vehicle. Which spins with wheel mesh. Meaning it works, but spinning collision of all 4 wheels appears in center of vehicle for some reason (even with different types of orign's of em before exporting) i am stomped tbh
frazho4eg that happens when the scale is wrong. Make sure you click reset on the unreal import windows before importing your mesh. Start from a fresh project to make sure.
@@marcoghislanzoni something wierd. Scale is fine now. Importing car i am checking each wheel location - it different. Looks like everything on their places. But still black collision wheel appear in center of mesh, not under wheel objects. Maybe my converted models broken from the start, i actually giving up.
thank you Marco for new tutorial i download you video then maybe i will ask you some help for moving the vehicle . before some time i was tried and followed the step by step but car dosn't move to forward and back but only the wheel is rotating . and i am using blender 2.79 because know study it better than blender 2.8 . sorry my english is weak.... some time i am using the translater : ) some time i am using the translater
You are welcome! This should work also with Blender 2.79. Give it a try and let me know if it works. It is important to check, once you import your FBX to UE4, that the scale of the skeletal mesh is 1.0. In your case, it may be that the capsule for the body is too tall and it is touching the ground, so the wheels cannot create enough driving force to move the car.
@@marcoghislanzoni thanks again Marco , i will try it and then i will inform you ... i am very slow in working on ue4 because i am new in ue 4 ....... : )
Try this. In Blender, scale everything up by 100, then apply the scale. After that scale everything down by 0.01 (1/100) but this time DO NOT apply the scale. Select and export to Unreal making sure Apply Transforms in Blender is not ticked. It should come in with the skeleton having a 1,1,1 scale.
@@marcoghislanzoni ok so, I have managed to set correct scale, apply LocRot without glitches, import it correctly to UE as skeletal mesh andwith same settings for all wheels, front ones have correct phys constraints, but rear ones sit in the middle of car. no idea why
hey man, thank you so much for the tutorial! one question, however, when my car joins ingame, my wheels seem to rotate the wrong way around, might you know why this is happening? imgur.com/a/fFpNWlW
They seem to have their pivot point non at the center of the hub but at the center of the body. The pivot point of the wheel mesh should be on the hub.
@@marcoghislanzoni ahh ok, thankyou, ill definitely try it, would you perhaps know a way to replace the models though? As I dont feel like completely reinstalling the physics, model and animation engine, and I just wanna replace the obj model for the car to the updated one
Awful video. Absolutely nothing is shown - how the machine was created in Blender or where it was downloaded from (no links), is it possible to take only this model or absolutely any one is suitable. Just a once-obtained case of successful transfer. Unambiguously dislike
First of all, I would like you to know that I value your critic/dislike as much as the thank you/like which I more often receive. The reason there is no link to the car model is because the method I am showing works with _any_ car model provided it has a body and 4 wheels, so you are free to use the one you like most and it will work in the exact same way, provided you stick to the instructions. If you don't have a car model to experiment with, you can use a box with four cylinders as wheels or download one for free from sites like free3d.com/. If you have any questions on the content I am happy to answer it.
@@LinkstaRuViews No, you don't need to create them in Blender. The bones are automatically created for you by Unreal when you import the model as skeletal mesh. That's a big time saver.
After 10 hours and a dozen vehicle tutorial videos, yours was the only one that worked for me! Thank you Marco! You paid particular attention to some tiny details that really shed light on the whole process.
I had a similar experience to cookiewaits.
Spent a whole day wasting my time until landing on this video.
Thanks a lot, dude!
This tutorial again proved
Action speaks louder than dialogues.
💥👍💥
Thank you for sharing. At 4:09 th-cam.com/video/BKbKfF0jTLY/w-d-xo.html it seems that you have exported with Y-UP (check the FBX File Information) but you have shown that you have exported using Z-UP :/ I'm having issues trying to make wheels work (they behave in weirds ways...) I'm wondering if it could be related to a wrong axis orientation... which is the one you are using for this example?
As long as the body of your car is oriented along the positive X it should work. Make sure you check the pivot points of your wheels. They need to be at the center of the hub and not at the center of the body of the car.
TNX!!!! it take all day, to make it work, but i fixed all my mistakes!
Superb. Tells you exactly what you need to know. Thanks.
Thank you for this great Tutorial!
This was precisely what I was looking for, so easy to follow along too! Quick question, all of the materials I created and applied to my car in blender (light emission, glass, paint, other textures), will those be transferred over into UE4? Or should I not even bother doing materials in blender and just do them in UE4?
Basic materials will transfer from Blender to UE4, but if you are after some visual fidelity I highly recommended you recreate them anyway inside UE4.
Thanks for the tutorial. But, can you help me with the wheel collider? It wasn't in place with the wheels
If the wheel colliders are not ending up in the right place it is usually a scaling issue.
Hi, Thanks for a great tutorial, although I am having a problem. The collision mesh for my wheels is 90 degrees off, so all the wheels face sideways. Also when I test they have no collision and sink into the landscape. Does anyone know what might be wrong?
Update I solved the problem, It was in Project settings, Default shape complexity has to be set to Use Complex Collision as Simple for anyone who might have the same problem.
Everything in my project is fine, but the wheels collisions appear at the vehicle, not in the wheels, why?
I have the same thing. They're all converged in the middle.
@@Xegethra Set the origin of body to geometry.
Set the origin of body to geometry.
Hey - My car's body consisted of several parts (bumpers, fenders etc.) and the whole mesh seems to crumple when I hit play. Any idea how to fix this?
Also when I hit the throttle, the camera outstrips the car instead of remaining behind. Please help if you can
Looks like you are missing some constraints in your physics asset. The vehicle movement component will take care of linking the wheels to the body but for the rest you are on your own.
Thanks Sir
This Tut Helped A lot
I must have tried this tutorial 10 times and i can't get the collision mesh for the wheels to align with the wheels, they are always rotated 90 deg. I have checked the scale and all the other things mentioned below. It must be some setting i am missing. Any ideas
Check the alignment with the main axis (X must be forward) and also the export options. When you do it right it will work as expected.
Me too bro, and i followed all the tutorial
Good tutorial, just wanted to clarify that I don't believe there is an "auto scale" function for the wheel colliders. 30cm x 10cm is just the default values. Just so people don't expect the engine to automatically scale to their wheel sizes, if they aren't 30x10cm.
You may not believe it, but if you check the engine source code it's in there.
/**
* If true, ShapeRadius and ShapeWidth will be used to automatically scale collision taken from CollisionMesh to match wheel size.
* If false, size of CollisionMesh won't be changed. Use if you want to scale wheels manually.
*/
@@marcoghislanzoni Hey Marco, thanks for the reply and correction! Do you know if this is new code? Which file did you find this in? I did a quick search and couldn't find it, but I'm still on 4.21. Cheers!
@@7THHVN the code is inside UWheeledVehicleMovementComponent::SetupVehicleShapes(). I think it has been there for many versions, but I only have the latest source code so I would have to go online on Epic's GitHub to check.
@@marcoghislanzoni Interesting, thanks for pointing that out, I totally missed it at the top there "Auto Adjust Collision Size", whoops!
I must be missing something with my setup though, as the function doesn't work for me (that's why I didn't think such a function existed, I've always had to manually set wheel sizes).
In my current example, I have wheels that are 45cm radius (in Max) and if I leave the Wheel BP setup in UE at default (auto adjust enabled) then 'pxvis collision' shows them too small.
Also, as can also be seen in your video above, if I adjust the shape sizes manually with auto-adjust still enabled, the sizes change. You would think if auto-adjust was enabled, ShapeRadius/ShapeWidth would be ignored (otherwise, how do you get it to work?). I also tried the "UsePhysAssetShape" option and that seemed to make no difference either.
Would love to know more about this or see it working in action, as now I'm concerned that I'm missing crucial parts of my setup that could be causing other issues!
@@7THHVN Make sure your wheels have a collision volume (even a box) and try again. PhysX doesn't work with the visual mesh but with the collision information.
thank you Marco for new tutorial.
Many thanks for this!
Why my wheels aren't moving? Please I don't know why this is happening.
Make sure the bone names indicated in the Vehicle Movement Component are right. Also double check the scale of your car as indicated in the tutorial. The skeleton should have a 1,1,1 scale. If you see 100,100,100 it won't work.
@@marcoghislanzoni ok i'll check that
Far as I can tell I followed all the steps correctly, but the car comes out really small, the wheel cols come out huge. All scale values are 1, but i had to manually change wheel radius, and such to get it to fit.
Oddly as well, when I first opened the physics asset there were no auto-generated wheel constraints like you had.
No idea what's going on for me. Still trying to figure out why the car's body is so tiny in relation to everything else.
My scale is 0.01 in blender, all rot/trans/scale applied, origins set, and body set as a parent of wheels.
Great video, although it didn't work for me. I followed every single step exactly, but in the end my Physx wheel colliders are always generated in the center of the vehicle body, and so my vehicle sinks halfways in the floor and don't moves. It's really strange, I feel like a I missed a step there but I could not find any difference. Interesting observation: the colliders DO have the correct size (so this works), they are just all crammed together in the center.
Check the scale of your skeleton inside unreal. it is probably off. It has to be 1.0,1.0,1.0 for it to work properly. Someone else had the same problem working with imported models and solved it by tweaking the scale inside Blender. Read the comments below.
@@marcoghislanzoni Thanks for tutor, i have the same issue, but i`ve iscovered that problem is that the collisions of wheels creating in root bone. And I dont know why
Do you have any videos showing the set up of how a carriage would be that was going to pulled by a horse?
I don't have a specific video showing this use case. In Unreal Engine/PhysX you can use the SimpleWheelMovementComponent for that. It can be used to create a vehicle (like a carriage) where the wheels are not powered by an engine.
@@marcoghislanzoni Thanks. The part that gives me the most trouble is the physics for the hinge between the two objects.
@@megtwin You can create a hinge using a physics constraint actor (or component). If you have troubles feel free to ping me on Discord - Unreal Slackers (as @vr_marco#8894).
@@marcoghislanzoni Thanks, I'm working on the carriage now. We will see how it goes.
Marco, thanks so much for this tutorial. Quick question for you: that little blue anchor that you check while rendering - what is it? It isn't in the newer version of Blender so far as I can see.
As long as you get the correct scale of the skeleton (especially the root bone) to be 1,1,1 in Unreal you don't real need that.
@@marcoghislanzoni Thanks for your quick reply!
the second test for mesh is i reduce the shape raduis and shape width so the car not falling but not moving and wheels not rotating also not turning to right , left
It's really hard to tell what is wrong without seeing it. Can you make a short video and share it?
@@marcoghislanzoni ok Marco i will make short video and share , so i am waiting for my pc , as i gave to repairing shop , and now i am using my old laptop is slow like me .... heheheh :) :) :)
my wheels go backward when forward and forward when backwards when i use the animbp?? helpp
Good Tutorial Really Easy Thanks
Im at the point where you hit play for the first time. I cant see what i missed but my wheels drop through the ground, can you help?
First check in Unreal that the scale of the root bone and of all the other bones is 1,1,1. If it isn't, that is your problem.
Ive gone through and checked the scales already. It bounced once then phases through, so it knows theres something there.
@@WebExtension1 Is your vehicle oriented properly? Facing the positive X axis with the wheel bones oriented along the Y axis? If you visualize the wheel colliders using `pxvis collision 1` at the console do you note anything wrong? In case contact me via Discord - Unreal Slackers (@vr_marco). That will make it easier to help you out.
thank you so much just wandering how do you increase the acceleration and the top speed as well as stop it sliding when you drift
For acceleration you need to raise the engine torque curve but also tweak the gear rations. Also make sure you have enough grip on the driving wheels by increasing the longitudinal friction coefficient. Similarly for lateral grip, you need to increase the lateral one (in the wheel BP).
@@marcoghislanzoni thank you
hi sir please help i downloaded a car frm blender market which came with discbrake and some other stuff not just wheels shoul i delete them nd follow along this tutorial..also i have steel wheel mesh under tire..when i select tire,,.... steel wheel mesh wont select i have to open the hierarchy and select all,do you have that steel mesh under your model tires too ? iam a noob im sorry if this is a stupid question
The brake disks go together with the wheels/rims and rotate with them but the brake caliber needs an own bone because it moves only vertically with the suspension. You need to animate the brake caliper from the AnimBP by copying the vertical movement of the wheel and applying it to its bone.
Can you help? My vehicle's front wheels don't turn left or right
Are they spinning at least? Did you set up the animation Blueprint inside Unreal?
@@marcoghislanzoni Yes, Spining.
@@izzetelci6201 get in touch via Discord - Unreal Slackers. You can find me as vr_marco#8894. It is difficult to understand your problem without seeing it.
After exporting Fbx, UE4’s physical items only have the car body and no wheels. After adding the wheel blueprint, the black wire frame is at the origin of the car body. Please help me solve it, please.
if you mean that the physics asset only shows a physics body for the body of the car, that is normal. You actually don't need the physics bodies for the wheels, but you can always add them. If you see the wheel colliders at the center of the body, either you didn't reference correctly the wheel bones inside the Vehicle Movement Component _or_ there is a scaling issue with your car. Check your skeleton and make sure its scale is 1,1,1. Anything else (like 100,100,100) will cause the issue you are experiencing.
@@marcoghislanzoni Thank you very much for your reply. The problem now is that the black wireframe always follows its center (Car_Body), and there is only one body in the physical resource, but the skeleton in the skeletal panel is complete, with a body, 4 wheels, and coordinates The locations are all correct. I have successfully exported several times. As long as the physical resource skeleton is complete, there should be no problems next, but I still don’t know where the problem is.
I use Blender 2.9 and UNREAL 4.25
@@Panda-by9kc Did you check the scale of the skeleton as I suggested above?
@@marcoghislanzoni I checked, the center of the body is the center of the geometry, the center of the wheel is the center of the geometry, the wheel is the child of the body, Object_Apply_Rotation&Scale, and finally exported.
it's a very very very big help for me and everyone. Thanks Thanks Thanks Marco.
please upload more videos on vehicle in unreal engine like gear and steering rotation and many more.
sorry Marco for late reply : when importing is finish there is splash or open 1 box is name (message log ) and they said for each mesh ( has no UV set. Creating a default set)--- (Could not find the bind pose. It will use time 0 as bind pose. )
. and the last when i press button for play the vehicle is falling , falling and rotating maybe 18 seconds is continusly falling and rotating , the wheels not rotating ...... pls help ..........
You need to UV-unwrap your model. This is needed for UE4 to be able to apply materials to it. Also, it looks like your model already contains an armature, hence the message from Unreal about the missing pose. With my method you don't need an armature.
hey, its me again, for some reason when I scale my car in blender, it says its "1,0". But when I'm in unreal, and I look at the main body, it shows "100.0" and not "1.0", however, the wheels show "1.0". You know what the issue might be? ive hit the apply transformations button in blender as I scaled the model, but its still showing the same thing.
You may need to scale the armature and the mesh properly and separately in Blender, then re-parent them before exporting. You want the skeleton and all the components to have scale 1.0
So I followed exactly. I've re-done this multiple times and still have issues. Every time I have to re-scale my tire BP to be a height and width of 0.42 if I dont it puts the wheels in the center of my mesh and my car goes flying across the map. In blender the scale is set to .01, I apply the Rotations and Scale. The origin is set to geometry. and I have the exact same export settings you used. I cannot figure this out.
Check the scaling of your skeleton once you bring it into UE4. It should be 1.0 on all axis. Also read the comments below as someone has had a similar issue with some strange scaling but figured it out eventually.
@@marcoghislanzoni Skeleton is scale 1.0 an all axis. I dont know what the deal is. I decided to just scale the wheel blueprints till they were in the right place...now the issue is; my wheels spin but the car doesnt go forward?
@@marcoghislanzoni Ok, I finally figured it out. for some reason, in blender, after I set the scale to .01, I then after to manually rescale the model x100 then apply Scale.
really good, thank you very much
Help my car got dumped into pieces of parts what can i do?
Where? Inside Blender or when you import into Unreal? Remember that you have to import it as Skeletal Mesh non as Static Mesh.
@@marcoghislanzoni the problem was the bugged model and i already replaced this car but very nice tutorial btw
from where i can get the model for this?
The source is mentioned in the description to the tutorial. You can use any other car model for that matter as long as it respects the parenting structure.
i got my car working but it would not go too fast and the wheel colliders would come off the car
The fact that the wheel colliders come off is not a feature, so not sure how/why that happens. Not going too fast enough could be a matter of engine torque/power, gear ratios and longitudinal tire friction.
Please I need help! I followed your tutorial, I did everthing but in the end, my wheels are acting crazy. I mean that, in addition of the normal animation of rotation, they go up and down around the car. I noticed that changing the wheel's size in their BP changed the problem but I can't find a way to resolve it. Moreover, my mx5 is very small with the 1.0 scale, maybe it has something to do with it I don't know. I'm desperate right now
You need to scale your car model in your DCC application (e.g. Blender or else), then apply rotation and scale before exporting. Do not scale in UE4 because that creates all sort of issues. Also within UE4 make sure your skeleton comes in with 1.0, 1.0, 1.0 scale.
@@marcoghislanzoni Thank you so much it was this! Now it's working like a charm, thanks a lot !
Thanks,Marco .Just one question:Why you delete the default physical assets of the wheels?I've seen a lot of video tutorials and they are still keep them.
yang lixiao because they are not strictly needed and I like to simplify things. You can leave them in if you like.
Great video, thanks for share it! Just one request: please add audio to your videos, even if English is not your first language, it will be really appreciated. We are not here to judge your English level but to learn from your experience. Once again great videos and thanks for the time you invest creating these content for us.
Hi Carlos, you are welcome! Regarding the voice-over, I would have no issues adding it, but I have made the deliberate decision not to. There is plenty of tutorials out there with people trying to explain what they are doing while they are doing it and ending up with a totally unclear and unnecessarily long video. I have decided to focus on the "real" content instead. I understand that my style is not for everyone, but I am also getting appreciations from many viewers, including some with special needs/learning disabilities which find my tutorials easier for them respect to the more traditional ones. I am not excluding that I will add audio in the future, but for the time being I think I will stick to this format.
@@marcoghislanzoni Your videos are clear and straight to the point, a voice over is a plus from my point of view, but I do understand your point. In any case as I said your videos are really appreciated. By the way I was able to follow your tutorial and make it works, but now I want to use a car mesh with different physics body, frame, doors and truck, but I'm not able of welding or add constrains and make those physics body works as one. Any suggestion will be appreciated.
By the way.Is the command pxvis collision 1 need a lot of memory?My ue4 project just get into crashed in the end.
yang lixiao yes, it is a particularly stressful visualization, so no surprises it may crash.
@@marcoghislanzoni Thanks for your reply.
when imported into unreal the wheels dont have the physics shape around and the car flings off into space and theres nothing in the physics asset apart from body
When things fly off it is typically due to collisions. Check that your wheels are not intersecting the body.
@@marcoghislanzoni thanks alot the wheels were too close to the body
This tutorial is the truth.
Thanks Man for this awesome tutorial! It all works fine just that the car wheels are spinning on the wrong axis! Car moves and steers perfectly just the wheel animation is spinning the wheels sideways!! How do I fix this?? It'd be great if someone could help me out!
Make sure your car is oriented along the X axis. The wheels should be spinning around the Y axis.
@@marcoghislanzoni Thank you. You're so awesome for replying so quickly. I just found that in Blender the car wasn't oriented around the X-axis. I did it and brought it back to Unreal. This time however for some reason it doesn't move at all. Its wheels seem to be going into the ground plane and stuck there. I checked the physics asset and everything is the same. I don't know why this seems to be not aligning on the surface when I press play. Everything else is the same.
@@marcoghislanzoni I also just figured out that the reason could be that the wheel colliders are still in wrong orientation. they are still aligned with the earlier axis when the wheels were spinning sideways. I manually increased the wheel collider size from the wheel BP settings as you showed and they are perpendicular to the angle of the wheels. Gosh! Is there a way to fix that? It would be a Huge Huge help! Thanks in advance man!
Max Mohico so this time the body is aligned correctly but the wheels aren't? That is very strange. Are they aligned properly in Blender? Did you apply all orientation and scale within Blender before exporting?
When i am checking scale value its says 0.1x0.1x0.1. even with blue anchor on scale. any clues guys?
Double check your Scene Unit Scale, maybe you added an extra zero? It should be 0.01 for centimeters not 0.001, which would be millimeters
@@marcoghislanzoni I am sorry for bothering. I decided to measure car straight in Blender, and found out ive been importing pocket car. Its 4cm long !@#$%.
Was excited when saw your video and wanted to try ASAP. But since there is not much free car models on internet ive converted one from NFS game using zModeler. Guess he has some issues exporting
Thanks for great tutorial!
Sadly, black collision of wheels doesnt appear around of them , instead i have only one invisible in center of vehicle. Which spins with wheel mesh. Meaning it works, but spinning collision of all 4 wheels appears in center of vehicle for some reason (even with different types of orign's of em before exporting) i am stomped tbh
frazho4eg that happens when the scale is wrong. Make sure you click reset on the unreal import windows before importing your mesh. Start from a fresh project to make sure.
@@marcoghislanzoni something wierd. Scale is fine now. Importing car i am checking each wheel location - it different. Looks like everything on their places. But still black collision wheel appear in center of mesh, not under wheel objects.
Maybe my converted models broken from the start, i actually giving up.
thank you Marco for new tutorial i download you video then maybe i will ask you some help for moving the vehicle . before some time i was tried and followed the step by step but car dosn't move to forward and back but only the wheel is rotating . and i am using blender 2.79 because know study it better than blender 2.8 . sorry my english is weak.... some time i am using the translater : ) some time i am using the translater
You are welcome! This should work also with Blender 2.79. Give it a try and let me know if it works. It is important to check, once you import your FBX to UE4, that the scale of the skeletal mesh is 1.0. In your case, it may be that the capsule for the body is too tall and it is touching the ground, so the wheels cannot create enough driving force to move the car.
@@marcoghislanzoni thanks again Marco , i will try it and then i will inform you ... i am very slow in working on ue4 because i am new in ue 4 ....... : )
Scale auto set to 100 instead of 1 and cannot be changed
Try this. In Blender, scale everything up by 100, then apply the scale. After that scale everything down by 0.01 (1/100) but this time DO NOT apply the scale. Select and export to Unreal making sure Apply Transforms in Blender is not ticked. It should come in with the skeleton having a 1,1,1 scale.
also in physics editor, theres only body, no wheels
@@DaveOshiCZ something went wrong in the export and import process. Make sure all parts are selected and exported from Blender.
@@marcoghislanzoni ok so, I have managed to set correct scale, apply LocRot without glitches, import it correctly to UE as skeletal mesh andwith same settings for all wheels, front ones have correct phys constraints, but rear ones sit in the middle of car. no idea why
EDIT: got it. after several tries my BP was cross referencing old name for wheel skeletal bones, ater fixing it, it work (finally) Thank you :)
Looks like the AddRelativeRotation has changed in 4.24.1
Edit... My bad I missed splitting the Delta Rotation. All good now.
Yep, it is highly unlikely that such a basic function would change behavior between versions. Glad you found your issue.
Thank you so much
hey man, thank you so much for the tutorial! one question, however, when my car joins ingame, my wheels seem to rotate the wrong way around, might you know why this is happening?
imgur.com/a/fFpNWlW
They seem to have their pivot point non at the center of the hub but at the center of the body. The pivot point of the wheel mesh should be on the hub.
@@marcoghislanzoni ahh ok, thankyou, ill definitely try it, would you perhaps know a way to replace the models though? As I dont feel like completely reinstalling the physics, model and animation engine, and I just wanna replace the obj model for the car to the updated one
@@firesgraphicsbackup5624 just re-export as modified FBX and then inside Unreal you right click on the mesh and click Reimport.
@@marcoghislanzoni ah alright, thankyou so much!
"W to steer left" 😁
great super useful
You are welcome!
Thanks!
My pleasure!
Engine getting stuck when hitting the play button. Good tutorial anyways :)
Awful video. Absolutely nothing is shown - how the machine was created in Blender or where it was downloaded from (no links), is it possible to take only this model or absolutely any one is suitable. Just a once-obtained case of successful transfer. Unambiguously dislike
First of all, I would like you to know that I value your critic/dislike as much as the thank you/like which I more often receive. The reason there is no link to the car model is because the method I am showing works with _any_ car model provided it has a body and 4 wheels, so you are free to use the one you like most and it will work in the exact same way, provided you stick to the instructions. If you don't have a car model to experiment with, you can use a box with four cylinders as wheels or download one for free from sites like free3d.com/. If you have any questions on the content I am happy to answer it.
@@marcoghislanzoni You use Bones in Bledner in this model?
@@LinkstaRuViews No, you don't need to create them in Blender. The bones are automatically created for you by Unreal when you import the model as skeletal mesh. That's a big time saver.