Hello there! It's been a minute since I used this plugin. What if I already have a vehicle in UE5 that I got from another project. It is all rigged and everything. I don't have a JSON file though. How do I use the existing vehicle? I can't see it in any of the dropdowns when I'm using the plugin.
If it's already setup as a chaos vehicle you should be able to just skip to the training section and train it. If it's not appearing in any drop-downs, can you please email a few screenshots of the vehicle blueprint to support@gdcorner.com?
@@GDCorner I can do you one better on that one. In this case I'm using the AUDI from the Vehicle Configurator project. Would you like to look at that, or would you rather me just send you the screens?
@@MADMOVIESINC Heya, that vehicle needs to be converted to a Chaos Vehicle. You can follow a guide such as Marcos in the link below. If you are still having issues please email me at support@gdcorner.com th-cam.com/video/GcsVkmlpVTw/w-d-xo.html
Heya, sounds like either the ground collision, or the vehicles physics asset isn't right. To check the physics asset see 8:53 in this video. If the wheel bodies in the physics asset look good then checkout the Player Collision visibility mode by clicking the Lit menu in the top left of the viewport and clicking Player Collision. This should allow you to visualise the collision of the scene. If it's still not working please email me at support@gdcorner.com and we'll get to the bottom of it.
Super excited to try this. Question for the author. Does the vehicle BP that is generated upon import to Unreal via Rush Hour keep the hierarchy that was set when it was imported in Blender as an obj/fbx? Or does Rush hour recreate the hierarchy? I have a vehicle that was prepped for the purpose of importing as a blueprint for animation and I'd like to keep the hierarchy, but think this is the best way to get realistic looking vehicle dynamics. Thank you!
Heya. The blender addon will create a new hierarchy that almost matches the collections in the blender scene, but not quite. If you need a more specific hierarchy then you can either: A) export/import as normal with the rush hour workflow, and then selectively replace assets with your own, B) Create and setup a regular chaos vehicle. Hope that helps!
can someone maybe answer this: I have been looking around for fbx files on these marketplaces but I can't seem to find out how to tell before downloading something if the FBX is just one singular model or if the wheels, doors, and body, and windows etc are separate elements. Am I missing a filter on these markets? Thanks... driving me nuts. I've downloaded three models in a row now that were just singular static meshes.
Heya. Yeah, downloading models can be hit or miss finding one that is ready to go. Often you need to do a bit of clean up. You can split the meshes in Blender which doesn't take too long and will make it much easier to work with some downloaded models. These videos shows how to split by loose parts or material, and you can also select parts of the mesh and split by selection. th-cam.com/video/GhaIzn8ts14/w-d-xo.html th-cam.com/video/ePEqn1mz8Ec/w-d-xo.html
this looks great! can i use it for something like tractors, or some heavy duty vehicles? mainly thinking how does it work with different size wheels? thanks.
Heya! It should work, with a few caveats. The importer is template based, and is intended to get you started on importing for common cases. The importer only comes with a few templates, the 4x4 is the closest to a tractor, but you will likely need to play with the suspension settings for it to work right. Easy enough to do, just open the wheel BPs for the imported car. But tweaking physics is not something covered by rush hour support. The vehicle training should work fine if you make a stable vehicle configuration though. If the training doesn't work but you can drive the vehicle with the keyboard just fine, please reach out. As for more than 4 wheels, the blender side supports this, but there are no templates currently configured for more than 4 wheels, so it won't work on the unreal side yet. What kind of vehicle are you thinking of? Feedback helps me plan future templates.
@@GDCorner thanks for the info. i just bought the plugin, so just testing it for now. seems to be working great. i have not tested with the tractor yet. i am really "noob" with Unreal Engine, so i was so exited that i got one vehicle to follow the path i made...and i was able to drive it also. need to study more. this plugin is so cool. love it. and about the different vehicles... nothing specific comes to mind, but i often work with heavy duty vehicles. like dump trucks, tractors, excavator, and so on. but this will help me alot with marketing videos that i am making. i will try to give more feedback in the future. Thank You.
Awesome! Well I'm happy to help where I can or atleast point in the right direction. If you have some questions, don't be afraid to jump on the discord server.
Hey, bikes aren't supported by the importer, and are untested for any custom chaos vehicles. There's a balance element for bikes that rush hour doesn't factor in. As for detailed suspension, chaos vehicles handles the suspension movement, but if you are referring to the visual elements of things like springs and things compressing, this is a per vehicle setup and isn't factored into the importer. It requires custom work in the animation blueprint and probably custom rigging too.
Hey, good job on your tutorials but im having some issues. When i try to import the car in unreal it gives a skeletal_meshes error in the output log. I dont think ive missed any steps. Any idea on how i can fix this?
Heya, my guess would be that your blender add-on and your unreal plugin are different versions. There was a format change in the export. In the latest versions. What version of rush hour are you using in unreal? You can try version 1.4.2 of the blender add-on which might fix it. But feel free to send the exported json and your unreal log from /saved/logs to support@gdcorner.com and I'll have a closer look
Hey, yes it does. The latest versions of the plugins should list what version they are tested with on the download page. If you are still having issues please send any error messages through to support@gdcorner.com
Hello, no you shouldn't need to reimport. Rush Hour hooks straight into the Vehicle Movement Component to drive chaos vehicles and is compatible with most. You should just need to run it through a short training process, please see more information here: www.gdcorner.com/documentation/rushhour/04-traininganewvehicle.html
Hi, just a quick question, with the wheels, how is the addon dealing with or organizing the brake callipers for example ? Does it automatically recognize them as static and give them steering movement and not spin with wheels ? Awesome plugin btw… im sure this has potential and will be big soon. Amazing work…
Heya! Thanks for the question. Simple mode doesn't handle brake calipers, you need to use advanced mode for that, don't worry though, it's not that much more difficult, the simple mode was to stop there being a barrage of information. For brake calipers, you just move them into the appropriate collection, "brake_caliper_0_L" for instance. Checkout the advanced vehicle video th-cam.com/video/kkanLZX6apU/w-d-xo.html
Heya. Yep brake calipers are supported by the vehicle importer. You can start off prepping with simple mode and then expand the wheel collections in the outline and draft the brake calipers into the associated brake caliper collection. Then export as normal. Watch the advanced mode video for a bit more detail
@@GDCorner Is there a specific video the outlines this detail? I understand that in blender you would put the brake calipers and accompanying geo in the brake hierarchy, but then when you are in Unreal, How do you go about setting up the Physics asset to support the calipers? I assigned them as "single convex hull" not knowing specifics and it stayed in position, but the calipers were rotating around and not staying stationary with the rotors. Appreciate the support. :)
Hey there, thanks for all your work on this... when I attempt to run the full blueprint editor to adjust materials I get an immediate engine crash in 5.2.1. Any help would be appreciated
@@GDCorner no problem, will do. It seems seems scene related as I just tried to repeat in a blank scene and no crash. I reckon something in that scene is corrupt so not on rush hour I doubt
Hi, please see this page and follow the steps for Apply Transforms and Check Bounds. www.gdcorner.com/documentation/rushhour/82-common-blender-fixes.html If it's still an issue, please send screenshots of the issue to support@gdcorner.com
@@GDCorner Thanks for the reply! But I ran into another issue. In blueprint settings I wanted to customise the materials. The textures are not visible. Everything seems to be connected
Hmm. They should be. Make sure you have the full blueprint window opened and have clicked a mesh component on the left and then you should see the materials assigned to that mesh in the details panel on the right
Heya, You certainly can. It's certainly much better with Rush Hour, but I wouldn't say it's pointless without Rush Hour. In comparison to some of the other rigging addons out there this will generate you some different files with some advantages. Most other rigging tools generate you a single skeletal mesh, which is easy but has some limitations. In comparison this generates: - A lower polygon skeletal mesh to make a physics asset - A skeletal mesh with no geometry for runtime - Several static meshes which you can enable nanite on and attach to the bones of the runtime skeletal mesh. Manually configuring a vehicle blueprint though is undocumented and unsupported by me. But if you are familiar with configuring Chaos Vehicles and want a tool that generates these kinds of assets easily for you, absolutely you can use the Rush Hour Vehicle Toolkit Blender addon.
The importer will merge meshes and allow you to utilize nanite and so on allowing for efficient assets if that's what you mean. As for the AI, it's good for cutscenes and cinematics but I wouldn't consider it a Game AI as it doesn't have features like collision avoidance and rubber banding/catch-up that you'd want in a game AI.
Was going to get it but then I saw you have to use blender, so I think will have to leave it. Have unnatural distaste of blender. I use Maya, just can’t deal with Blender, damn.
Hi. Thanks for the feedback. While Rush Hour works with most chaos vehicles which you can prepare and import a variety of ways, unfortunately the easy importer does require blender. You can always make your vehicle in Maya and just use blender minimally to sort the geo and export. Unfortunately it's not practical for me to write an exporter for each software like max, maya, c4d, etc. I chose Blender as everyone has access to it. If you have the tool development skills you can write a custom exporter for your chosen software to match the same output.
whats d releven when the ai driving is always way off the spline tracks & needs to redo plenty of time consuming tweaks & adjusments, it'll b useless for cinematics bcoz when in films or cinematic who ever actors that didnt follow d exact orders or direction then thats a useless actors, .........theres this UEdev (Post Processed) he shown a far better precise way for vehicle cinematics using the camRigRail & ControlRig_BP plus with the wheels fizik response to the uneven grounds anim, check em out then u'll find that methods is just super cool & will get a 1:1 exact driving scenes u wanted...thats a wrap!
Sorry you've had a bad experience. The AI driver should be quite accurate, as long as you've trained the vehicle. If you are having troubles feel free to reach out via support@gdcorner.com, or my discord. The nature of simulation does mean that you do need to do a bit of trial and error. This method is especially useful for physics interactions with other physics bodies which the control rig method can't respond the same way. Things like trailers and collisions. It also produces natural bodyroll without needing to keyframe every bit of body movement.
This is GOLD!
i am using a hummer model that has shocks and suspensino, where do those go? body or rim or something else?
These should usually go on the body.
🤯Spectacularly helpful!👊Thank you🙏
Hello there! It's been a minute since I used this plugin. What if I already have a vehicle in UE5 that I got from another project. It is all rigged and everything. I don't have a JSON file though. How do I use the existing vehicle? I can't see it in any of the dropdowns when I'm using the plugin.
If it's already setup as a chaos vehicle you should be able to just skip to the training section and train it.
If it's not appearing in any drop-downs, can you please email a few screenshots of the vehicle blueprint to support@gdcorner.com?
@@GDCorner I can do you one better on that one. In this case I'm using the AUDI from the Vehicle Configurator project. Would you like to look at that, or would you rather me just send you the screens?
@@MADMOVIESINC Heya, that vehicle needs to be converted to a Chaos Vehicle. You can follow a guide such as Marcos in the link below. If you are still having issues please email me at support@gdcorner.com
th-cam.com/video/GcsVkmlpVTw/w-d-xo.html
hi, what should I do if, after importing and configuring the physics of the car in ue5, the wheels fall into the ground and do not have a collision
Heya, sounds like either the ground collision, or the vehicles physics asset isn't right. To check the physics asset see 8:53 in this video.
If the wheel bodies in the physics asset look good then checkout the Player Collision visibility mode by clicking the Lit menu in the top left of the viewport and clicking Player Collision. This should allow you to visualise the collision of the scene. If it's still not working please email me at support@gdcorner.com and we'll get to the bottom of it.
Super excited to try this.
Question for the author. Does the vehicle BP that is generated upon import to Unreal via Rush Hour keep the hierarchy that was set when it was imported in Blender as an obj/fbx? Or does Rush hour recreate the hierarchy?
I have a vehicle that was prepped for the purpose of importing as a blueprint for animation and I'd like to keep the hierarchy, but think this is the best way to get realistic looking vehicle dynamics. Thank you!
Heya. The blender addon will create a new hierarchy that almost matches the collections in the blender scene, but not quite.
If you need a more specific hierarchy then you can either:
A) export/import as normal with the rush hour workflow, and then selectively replace assets with your own,
B) Create and setup a regular chaos vehicle.
Hope that helps!
Thank you!!@@GDCorner
can someone maybe answer this: I have been looking around for fbx files on these marketplaces but I can't seem to find out how to tell before downloading something if the FBX is just one singular model or if the wheels, doors, and body, and windows etc are separate elements. Am I missing a filter on these markets? Thanks... driving me nuts. I've downloaded three models in a row now that were just singular static meshes.
Heya. Yeah, downloading models can be hit or miss finding one that is ready to go. Often you need to do a bit of clean up.
You can split the meshes in Blender which doesn't take too long and will make it much easier to work with some downloaded models. These videos shows how to split by loose parts or material, and you can also select parts of the mesh and split by selection.
th-cam.com/video/GhaIzn8ts14/w-d-xo.html
th-cam.com/video/ePEqn1mz8Ec/w-d-xo.html
@@GDCorner thank you for this!
How to use with 3ds max and unreal instead of blender ??
this looks great! can i use it for something like tractors, or some heavy duty vehicles? mainly thinking how does it work with different size wheels? thanks.
Heya! It should work, with a few caveats. The importer is template based, and is intended to get you started on importing for common cases. The importer only comes with a few templates, the 4x4 is the closest to a tractor, but you will likely need to play with the suspension settings for it to work right. Easy enough to do, just open the wheel BPs for the imported car. But tweaking physics is not something covered by rush hour support. The vehicle training should work fine if you make a stable vehicle configuration though. If the training doesn't work but you can drive the vehicle with the keyboard just fine, please reach out.
As for more than 4 wheels, the blender side supports this, but there are no templates currently configured for more than 4 wheels, so it won't work on the unreal side yet. What kind of vehicle are you thinking of? Feedback helps me plan future templates.
@@GDCorner thanks for the info. i just bought the plugin, so just testing it for now. seems to be working great. i have not tested with the tractor yet. i am really "noob" with Unreal Engine, so i was so exited that i got one vehicle to follow the path i made...and i was able to drive it also. need to study more. this plugin is so cool. love it. and about the different vehicles... nothing specific comes to mind, but i often work with heavy duty vehicles. like dump trucks, tractors, excavator, and so on. but this will help me alot with marketing videos that i am making. i will try to give more feedback in the future. Thank You.
Awesome! Well I'm happy to help where I can or atleast point in the right direction. If you have some questions, don't be afraid to jump on the discord server.
Can it be used for motorcycle with detailed suspension working with Physiq ?
Hey, bikes aren't supported by the importer, and are untested for any custom chaos vehicles. There's a balance element for bikes that rush hour doesn't factor in.
As for detailed suspension, chaos vehicles handles the suspension movement, but if you are referring to the visual elements of things like springs and things compressing, this is a per vehicle setup and isn't factored into the importer. It requires custom work in the animation blueprint and probably custom rigging too.
Hey, good job on your tutorials but im having some issues. When i try to import the car in unreal it gives a skeletal_meshes error in the output log. I dont think ive missed any steps. Any idea on how i can fix this?
Heya, my guess would be that your blender add-on and your unreal plugin are different versions. There was a format change in the export. In the latest versions. What version of rush hour are you using in unreal?
You can try version 1.4.2 of the blender add-on which might fix it. But feel free to send the exported json and your unreal log from /saved/logs to support@gdcorner.com and I'll have a closer look
does it matter what version of blender im working with? because when I tried to "prepare vehicle for unreal" I got a variety of error messages
Hey, yes it does. The latest versions of the plugins should list what version they are tested with on the download page.
If you are still having issues please send any error messages through to support@gdcorner.com
I have some chaos vehicles from the marketplace, do I have to go to blender and re-rig? How do I train without re-rigging?
Hello, no you shouldn't need to reimport. Rush Hour hooks straight into the Vehicle Movement Component to drive chaos vehicles and is compatible with most. You should just need to run it through a short training process, please see more information here:
www.gdcorner.com/documentation/rushhour/04-traininganewvehicle.html
Hi, just a quick question, with the wheels, how is the addon dealing with or organizing the brake callipers for example ? Does it automatically recognize them as static and give them steering movement and not spin with wheels ? Awesome plugin btw… im sure this has potential and will be big soon. Amazing work…
Heya! Thanks for the question. Simple mode doesn't handle brake calipers, you need to use advanced mode for that, don't worry though, it's not that much more difficult, the simple mode was to stop there being a barrage of information.
For brake calipers, you just move them into the appropriate collection, "brake_caliper_0_L" for instance. Checkout the advanced vehicle video
th-cam.com/video/kkanLZX6apU/w-d-xo.html
Are brake calipers supported when setting up the vehicle and do they move with front wheels?
Heya. Yep brake calipers are supported by the vehicle importer. You can start off prepping with simple mode and then expand the wheel collections in the outline and draft the brake calipers into the associated brake caliper collection. Then export as normal. Watch the advanced mode video for a bit more detail
@@GDCorner Is there a specific video the outlines this detail? I understand that in blender you would put the brake calipers and accompanying geo in the brake hierarchy, but then when you are in Unreal, How do you go about setting up the Physics asset to support the calipers? I assigned them as "single convex hull" not knowing specifics and it stayed in position, but the calipers were rotating around and not staying stationary with the rotors. Appreciate the support. :)
I found the documentation to support the calipers. Thanks again.
Hey there, thanks for all your work on this... when I attempt to run the full blueprint editor to adjust materials I get an immediate engine crash in 5.2.1. Any help would be appreciated
Heya. Could you please send the full log file to support@gdcorner.com? I'll take a look.
@@GDCorner no problem, will do. It seems seems scene related as I just tried to repeat in a blank scene and no crash. I reckon something in that scene is corrupt so not on rush hour I doubt
it contains only the drive blueprints and config or destruction/deformation events too?
Heya. The prep tool and importer only handles driving etc. Destruction and deformation has to be manually setup and configured.
i couldn't export the file it says AttributeError: 'Mesh' object has no attribute 'has_bevel_weight_vertex'
Heya! The Blender addon doesn't yet support Blender 4.0. Please try again with Blender 3.6.
@@GDCorner thank you sir
when I try to export the vehicle I get Attribute Error: 'NoneType' object has no attribute 'copy'
Hello, sorry you are experiencing difficulties. Can you please send the blend file through to support@gdcorner.com and I'll take a look.
Hello! When I import a car in Unreal Engine in Blueprint all wheels are far away from the car. And the size of the car itself is very small
Hi, please see this page and follow the steps for Apply Transforms and Check Bounds.
www.gdcorner.com/documentation/rushhour/82-common-blender-fixes.html
If it's still an issue, please send screenshots of the issue to support@gdcorner.com
@@GDCorner Thanks for the reply! But I ran into another issue. In blueprint settings I wanted to customise the materials. The textures are not visible. Everything seems to be connected
Hmm. They should be. Make sure you have the full blueprint window opened and have clicked a mesh component on the left and then you should see the materials assigned to that mesh in the details panel on the right
Or you can. Also directly modify the static meshes in the static meshes folder next to the blueprint
@@GDCorner Checked the static mesh and everything seems to be in place. But the texture is not displayed...
can you use this addon without the rush hour plugin? or is that pointless
Heya, You certainly can. It's certainly much better with Rush Hour, but I wouldn't say it's pointless without Rush Hour.
In comparison to some of the other rigging addons out there this will generate you some different files with some advantages. Most other rigging tools generate you a single skeletal mesh, which is easy but has some limitations.
In comparison this generates:
- A lower polygon skeletal mesh to make a physics asset
- A skeletal mesh with no geometry for runtime
- Several static meshes which you can enable nanite on and attach to the bones of the runtime skeletal mesh.
Manually configuring a vehicle blueprint though is undocumented and unsupported by me. But if you are familiar with configuring Chaos Vehicles and want a tool that generates these kinds of assets easily for you, absolutely you can use the Rush Hour Vehicle Toolkit Blender addon.
Is this game ready?
The importer will merge meshes and allow you to utilize nanite and so on allowing for efficient assets if that's what you mean. As for the AI, it's good for cutscenes and cinematics but I wouldn't consider it a Game AI as it doesn't have features like collision avoidance and rubber banding/catch-up that you'd want in a game AI.
Was going to get it but then I saw you have to use blender, so I think will have to leave it. Have unnatural distaste of blender. I use Maya, just can’t deal with Blender, damn.
Hi. Thanks for the feedback. While Rush Hour works with most chaos vehicles which you can prepare and import a variety of ways, unfortunately the easy importer does require blender. You can always make your vehicle in Maya and just use blender minimally to sort the geo and export.
Unfortunately it's not practical for me to write an exporter for each software like max, maya, c4d, etc. I chose Blender as everyone has access to it. If you have the tool development skills you can write a custom exporter for your chosen software to match the same output.
whats d releven when the ai driving is always way off the spline tracks & needs to redo plenty of time consuming tweaks & adjusments, it'll b useless for cinematics bcoz when in films or cinematic who ever actors that didnt follow d exact orders or direction then thats a useless actors, .........theres this UEdev (Post Processed) he shown a far better precise way for vehicle cinematics using the camRigRail & ControlRig_BP plus with the wheels fizik response to the uneven grounds anim, check em out then u'll find that methods is just super cool & will get a 1:1 exact driving scenes u wanted...thats a wrap!
Sorry you've had a bad experience. The AI driver should be quite accurate, as long as you've trained the vehicle. If you are having troubles feel free to reach out via support@gdcorner.com, or my discord. The nature of simulation does mean that you do need to do a bit of trial and error. This method is especially useful for physics interactions with other physics bodies which the control rig method can't respond the same way. Things like trailers and collisions. It also produces natural bodyroll without needing to keyframe every bit of body movement.
@@GDCorner ok let c how accurate it can b