Great tutorial, thank you! For people rigging the car in Maya and not blender: 1. Before creating joints, change Maya preferences > settings > Up axis Z. Rotate the car back to normal and zero out transforms. 2. When exporting the .fbx, in the export window, go to advanced settings > axis conversion and set it as Z. 3. When importing into Unreal, uncheck the Convert Scene box.
Okay thanks. I am trying to import a rigged dump truck into unreal 4 and when I make it drivable and hit play it flies into the air. I'm trying to rebuild the rig in case I didn't do that right.
It is impossible NOT to learn with your videos, simple and concrete explanations makes the learning process so much easier and fun! Thank you for sharing your knowledge with us 🙂 always learning
@@marcoghislanzoni Question! I have Regular old 4.26.1 but in my plugins all Chaos plugins are Enabled.. is this why my front two wheels are falling through the ground but nothing else is.
@@nathanleigh9450 correct. To use Chaos Vehicles you need Chaos Physics, so you need a version of the engine compiled with Chaos Physics enabled. Either 4.26-chaos or 4.27-chaos or UE5 EA.
I didn't even know they were adding vehicle code with Chaos, I'm currently working on a custom implementation of PhysX vehicles. But this was very interesting and helpful nonetheless. Thanks for adding the timestamps/sections as well!
Great tutorial. I had one issue with my vehicle. When I added two different types of wheels for front and rear axle, the vehicle would just stop simulating physics when it touches ground. It only worked when I set all wheels to be the same class. The solution was very simple. If you have this problem you just need to remove your car from a scene, and put a new one. I guess some variables are cached, or something, and you need to "update" it by replacing it with a new car.
Well spotted! Thanks for sharing. Yes it is likely that the state of the car is not properly updated when changes are made with the vehicle in the scene. I will check the source code, maybe there is a fix that can be submitted via PR.
So what is the main benefit of these new Chaos vehicle? Thanks for the tutorial by the way. Quick, clean and to the point. Hope for more in the future :)
You are welcome! Main benefits are that you can easily do N-wheeled vehicles, they support aerofoils and thrusters (think airplanes or rocket cars) and, in generale, they are more stable and have less quirks than the legacy PhysX vehicle. Plus they are network replicated and (to be confirmed) support client authoritative simulation.
Thanks for the tutorial. But I stuck at 22:31. It would not simulate if i check or uncheck. In Play mode pawn remains fixed. It even not fall to the ground. Maybe know what the problem might be?
Šarūnas Ramonas and the skeletal mesh is the root of you car BP, right? And it is set to simulate physics, correct? Its collision set to vehicle? Gravity enabled?
@@marcoghislanzoni Thank you for responding. Yes, to every question. But if I switch from "Kinematic" to "Default" for wheels bones bodies, then it is working, but of course, it is not using animBP.
@@sarunasramonas the wheel colliders need to be kinematic. Weird that this is happening. Did you try with one of the vehicles from this free pack: www.unrealengine.com/marketplace/en-US/product/bbcb90a03f844edbb20c8b89ee16ea32
@@marcoghislanzoni Thanks, another thing. My wheels are just going through the ground, the body collide, but wheels dont.. I'm sure I did everything in the video...
@@REE-Animation typically this is due to a scaling issue. Check the scale of the root bone of your car skeleton. If you see anything different than 1,1,1 that is your problem. It needs to be 1,1,1 to work properly.
@@marcoghislanzoni alright. Thanks. Will look into it. I think I also need to start over, as I has the car stuck in air problem and switched the project to chaos preview 2 midway.. I will start over again, and pay more attention.. Thanks for the answer. Many youtubers don’t answer comments. So thumbs up for that 👌
Am I the only one that can't configure the physics body so that the car can actually stop colliding with the world? I've tried at least 8 tutorials and all of them do the same thing. I've tried 3 different riggs and none work. I've modified the rig I created and re-exported it at least 20 times and it did move at some point, but somethings up with the physics body that I can't figure out. Anyone got any ideas why this is happening? It's either the car is floating or the wheels are going through the floor
Thank you for this! I’m trying to implement this into sequencer with a control rig. Would you know how I could make the two work together in sequencer? I want to be able to animate a chaos vehicle along a curve at a speed, and control drift using control rig. But simulate body physics from chaos. Is that possible ?
For the others reading this, as we had to chance to discuss this offline, one should either stick to full physics and record it to be played back in Sequencer, or implement a keyframed animation using Control Rig. Combining the two is possible but very cumbersome to handle, making the workflow more complicated than necessary.
You should read the description to the tutorial first. You need to use a version which has Chaos Physics enabled. Either 4.26-Chaos Preview or UE5 Early Access from the Launcher. 4.27 still uses PhysX and doesn’t have Chaos Physics enabled by default. To enable Chaos Physics on 4.27 you need to recompile it from source. See my other tutorial for that.
Marco Pleeease help, i did exactly by the your tutorial, but my car didn't moving, wheels turning around and to left and right, but car is stand still.
First of all, can you confirm you are using the 4.26-Chaos Preview version which is available form the Epic launcher? Chaos Vehicles will not work with the regular 4.26 version.
if you click generate body and see 'nothing' happening, press F with the bone select and mousewheel in, mine was the right shape but 0.01 scaled down sitting inside of the car! i had terrible trouble generating the physics colliders for my meshes and fixing this. the scale was all wrong between blender and unreal. it seems unreal reads the file scale correctly but doesnt apply this to the bone scale. i had to scale my mesh up by 100x in blender, set my file scale to 1.0 and export. then in unreal change the uniform import scale to 0.01 to 'reverse' this overscaling. then generating the convex hull for the body of my vehicle worked!
I have another tutorial on my channel about proper rigging of vehicles (the easy way). You may want to check it out. Scaling issues between Blender and Unreal are a long standing problem unfortunately.
I have a small problem... My wheel is going a bit below the plane and I thing it might be a collider issue . Anyone knows how to fix it? I m a beginner plz help.
Why the wheels gong under the floor as doesn't exist? I tried your tutorial and more but same problem. can you help me to find where is the problem? BTW, THANK YOU SO MUCH FOR YOUR HARD WORK ❤
I don't get why none of these tutorials seem to work for me (Unreal 4.27). I'm doing exactly the same thing! With this one, my car doesn't even drive. I don't get it, this shouldn't give that much troubles. I get it running in Godot, but not in Unreal.
Because using Chaos Vehicles requires a Chaos enabled version of the engine. You are very likely using the standard version. Please read the description of this tutorial, it explains what you need to make this work.
@@marcoghislanzoni Indeed, that was the problem. Although it is strange that they enable and show Chaos plug-ins in the standard Unreal Engine, while they are useless in the standard. Have you worked with both Vehicle classes? Standard and Chaos? If yes, which one do you prefer?
@@eyeemotion1426 for the time being Chaos Vehicles are experimental still have some quirks, but I am confident they will be ready for prime time once released.
I hate to be "that" comment, but do you think you'd ever do a tutorial on doing how to detect player drifting? I've been thinking about it for awhile but can't seem to get it to work in practice. My main thought was to do some kind of detection of perpendicular velocity on the wheels, but it just never seems to work.
You can detect drifting in a very simple way actually. When a car drives on a straight line or takes a turn, its speed vector is pretty much aligned with its body forward vector, so the angle between them is relatively small. In a drifting situation this angle is instead much larger (say 25 degs or more) because the body is very much rotated respect to the direction of travel (speed vector). All you need to do is 1. ensure the car has enough speed (say > 40 Km/h), 2. Take the velocity vector of the car (Get Physics Linear Velocity), do a DOT product with the body forward vector (Get Forward Vector) and calculate the ACOS of the result. That is your angle. If this angle is greater than, for example, 25 degrees, then you are drifting, otherwise not. The drifting threshold angle depends very much on you car and how it is set up.
I'm confused on whether the wheels need to be set to kinematic or not. I'm trying to do a motorcycle and every tutorial just leaves them on default, however that causes the bike to just fall over when I press play, and also when I press forward to throttle nothing happens. Changing the wheel sphere colliders to kinematic just causes the physics simulation to go crazy.
The wheel collision bodies need to be set to kinematic, they will be changed to simulation anyway at runtime by the vehicle code. Check the scale of your vehicle (especially the root bone) and the orientation of the body (along the positive X axis). If these and more requirements are not respected, the vehicle won't drive.
@@marcoghislanzoniYou were absolutely right, the orientation of the root bone was incorrect. I used the new skeletal mesh editing tools to rotate the root by 90 degrees yaw and that fixed the problem. Bike is working nicely now :) Thanks!
Hi Marco, very precise tuto. I did all what you teach but when I add my vehicle in my map, nothing happen, the car doesn't drop on the floor, the wheel doesn't turn. Do you have a clue without seeing my project? Thanks for your help
@@marcoghislanzoni Hmm, I use the UE version 4.26.2 and also have a problem with a car hanging in the air when trying to make a chaos vehicle. Is version 4.26.2 also not suitable for chaos vehicle?
@@ЕфимНабоких it’s not. Unless you want to compile the engine from source with Chaos enabled (see my other tutorial on this channel) you need to use either 4.26-Chaos Preview or UE5 Early Access.
Make sure you are using a Chaos enabled version of the engine (e.g. UE5 or 4.26-Chaos), otherwise the vehicle physics won’t work despite having the plugin enabled.
Great tutorial, the best one on this theme so far on the whole youtube) But I still have one question. I've followed this up and was able to rig and drive my 6-wheel truck. The problem is, that it was slow and overall unresponsive turned really bad. I've tried all types of adjustments, what I'm trying to reach is a really responsive, arcade-like feel to it, like a go-kart. I don't know if it's me adjusting wrong parameters, or the 6-wheel setup is bad itself. Could you give me some tips which parameters change first in order to achieve it? I've already tried: doing the only 4 rear wheels affected by engine, then I tried all wheel drive, also tried adjusting max torque, max RPM, played with torque curve and weight, changed friction force multipliers on both front and rear wheels, steering angles... Now I'm already thinking of giving up on Chaos, cause the truck is either too bulky, or it rolls over after the smallest turn
I would need to double check the source code but I am not 100% sure a 6-wheels configuration with 4 rear driving wheels is properly supported. That would require 2 or 3 differentials. A typical approach is to have the physics handle a 4 wheels configuration, which we know works properly, and just animate the other two rear wheels using the same transforms from the 2 powered ones. This can be done directly in the AnimBP and has no impact on the physics itself. Guaranteed to work. Final note. Chaos vehicles as well as Chaos physics are still in beta, so some glitches have to be expected. This said, the approach suggested above should work flawlessly.
It's definitely possible and I have done it for other projects, but the setup to make it work properly is complex and cannot be explained in a YT comment.
Sorry for possibly the dumb question. Can i somehow turn my vehicle driving in baked animation? Let's say i press a play button, i drive my vehicle by some path and can i turn that into an animation sequence?
Thanks for the tutorial! Do you know how to change the acceleration/speed of the steering to be able to turn the wheels more smoothly? The current setup makes the handling feel stiff
@@marcoghislanzoni Hi, There are 3 different Finterp nodes in UE5. I used the "Finterp To" node and set the Interp speed to 0.5 and the steering is much smoother, thanks.
@@F11290 Show a screenshot of how you implemented your Finterp. It has to be either on an Input Event or on Event Tick, otherwise it won't work properly.
@@marcoghislanzoni TH-cam wont let me attach links for some reason. The problem is that when turning, the wheels start to turn slowly and turn faster the longer you turn if that makes sense. I'm looking to make the speed of the turning constant when holding A or D, but I dont know where to put the nodes you mentioned as I am fairly new to the blueprint editor. Any help would be much appreciated! :)
I can’t because I don’t have the copyright on the car model. Feel free to contact me on Discord - Unreal Slackers (@vr_marco) so I can help you diagnose the problem.
Holy shit, that button at 18:00 to the left of the input dropdown, does that let you click the button and press a key or input if you have a controller plugged in and it automatically sets it to that input? Why was this feature not here sooner, it would have saved so much time! Awesome tutorial by the way! :D
Thanks! Yes, that is indeed new in 4.26. It's somehow handy for the standard inputs, a bit less for VR etc. as in some systems the controllers are not producing any input if you are not wearing the HMD.
hi Marco, Can show how the vehicle reacts when it collides with another vehicle, does it collide and move the other vehicle natural or does it just impact and stop dead on its tracks?
I will probably show that in a follow-up tutorial but, from some preliminary tests, they behave fairly well. Collisions between vehicles are believable. Driving with one car on top of another (like with a monster truck) still creates some glitches in the suspensions.
and how im suposed to get that 'special' chaos plugin from the platform and not the engine ? i see nothing in the market for free that's named chaosvehicle.
I Have a issue with The APC It's just floating in the air and No wheels are turning or spinning even thought I hooked the inputs up to print to screen and can see them. Setting the wheels to default makes it drop but its a mess and still not wheel input . Not sure why. auto possess and default input is player 0
Make sure you are using a Chaos enabled version of the engine (e.g. UE5 or 4.26-Chaos), otherwise the vehicle physics won’t work despite having the plugin enabled.
@@marcoghislanzoni Thanks. That must be it. Im not on chaos preview Just regular 4.26. :), Out of curiosity Do you know if ue5 has chaos already built in as I could just switch to that instead for this.
Hello. I have set up a vehicle from this tutorial many times, but now I have a problem and I don't know what the cause is. After changing from Physics Type to collision body in wheels, physics stops working. In my opinion, I did this tutorial step by step, but this time I have such a problem. Maybe you know the reason?
That usually happens if you are using the wrong version of the engine, which uses PhysX instead of Chaos physics. Please read the description to this video and make sure you are using a Chaos enabled version of the engine to start with.
You need the scale to be 1 on the root bone otherwise it will not work. Scale the whole vehicle down in Blender so that the scale there shows 0.01 for the body and the wheels. Do not apply it. Then export like that, it should be imported with scale 1 overall.
@@slsclrk no, do it like this. Your car is 4.6m in Blender and its scale is 1.0. Now scale it by 100 in Blender and apply the scale. The car is 460m (huge) and its scale is 1. Finally scale it down by 0.01 in Blender but DO NOT apply the scale this time. The car is 4.6m and its scale is 0.01. Export it like this to FBX (export scale 1.0) and import in Unreal with import scale 1.0. The dimensions will be right in Unreal and the root bone scale will be 1.0 as needed.
Decoupling the vertical movement of the camera from the car requires some custom coding. What you can do without coding is to parent the spring arm of the camera to an invisible physics body and constrain that body to the car with a soft constraint. In that way you have created a kind of stabilizer for your camera system.
@@marcoghislanzoni I am using the 4.27 chaos. before the car was completly stuck. now the suspention drops down and the front wheels can turn. but the body stays stuck in the air. I would love to hear if their is a solution for this
@@SVADesign you didn't set the body to kinematic, did you? Only the wheels should be kinematic. Is the car skeletal mesh set to simulate physics? Do you get any error message in the log?
It's still not stable. Front Wheels snaps to the steering input sometimes and physics sleep too early( you brake and stop the car and as suspensions will try to make the car in normal standing pose the physics will stop too early resulting as if someone turned off simulate physics in between the simulation) and long slip, lat slip etc variables are still not exposed whyyyyy
Yes, there are still some glitches with the steering animation and with some use cases (roll-back on inclines, powering forward will backing-up, etc.) In order to support a large number of vehicles, there is a pretty aggressive sleep algorithm in place. You can tweak its settings within the Vehicle Movement Component though. Most parameters are accessible through the Vehicle Movement Component and the Wheels array but others will have to be exposed to BP if needed. I am sure more will come as the development progresses.
The option is under the skeletal mesh component and then it needs to be controlled via Blueprint. Honestly I don't like it all for vehicle simulations, so I prefer turn it off altogether.
@@marcoghislanzoni true, not a huge fan of motion blur either, but it might be nice to keep it on my background i did find the checkbox,but yeah, ticking it does nothign, so is there a fuction that calls / drives motion blur?
@@nosalis if you tick that box and you have global motion blur enabled or motion blur enabled in post-processing, then motion blur will be applied on a per-bone basis instead that on the whole skeletal mesh at once. For example, if the mesh rotates quickly you should see that motion blur is applied to the extremities (distal bones).
@@marcoghislanzoni thank you for more details, yeah I think I started to realize that per bone motion blur means it can be controller independently. Wha's strange that adjusting the values on bones for motion blur, putting everything to 0, I'm still gettign motion blurred wheels as you say, maybe easiest jus to disable it globally and not worry about it :) I agree , I also don't like motion blur in games all that much, especially racing games
@@nosalis per-bone motion blur means you want it to be calculated and applied to each bone of the skeletal mesh on an individual basis rather than to the skeletal mesh as a whole. It doesn't mean you can turn it on/off independently for each bone (aka decide bone X has motion blur but bone Y doesn't), otherwise there should be an option in the skeletal mesh editor to set it for each bone.
I didn't try but given the fact you can tweak the lateral and longitudinal friction, it should be possible to make a drifting car. You can also use the arcade controls which allow you to set the yaw angle explicitly. This said, at the moment there is no support for a friction circle (interaction between lateral and longitudinal friction components) so you won't be really able to drift by controlling the throttle amount (power drifting).
I already have an easy rigging tutorial on my channel. You can follow it and get a properly rigged vehicle. As first thing, check that the scale of the root bone if your car is 1,1,1 once imported to Unreal.
@@3dtutorialsandquestions make sure you are using 4.26-Chaos Preview which is a separate download from the Epic launcher. If you try this with the regular 4.26 the car will not work.
I'm having an issue, my basic vehicle just sinks into the plane and doesnt actually drive. The wheels just sort of spins as it grinds. I feel like I followed the tutorial and others very closely, to no help. Ive even gone back to the beginning and created a basic basic vehicle from scratch in blender, made sure all axis are correct, all the scale is correct, all the export settings are correct. Ive made sure the collisions are corect in the physics, they dont seem at all different from many exmples Ive been looking at actually. I am stumped!
Nino, can you confirm you are using 4.26-Chaos Preview and not the "regular" 4.26? It won't work with the regular 4.26 because Chaos Physics is not enabled in it.
@@marcoghislanzoni yes, I am thinking I am having an issue with bringing the rigged mesh in from blender because I can drop other rigged vehicles into the world with their setups and they work fine. Mine sinks into the plane and gets jammed there. Can i confirm with blender 2.9 I dont actually need to do the unit rescaling? I believe using the "Apply Scale" tickbox in Blender export will now achieve that (if I follow those steps with 2.9 Blender I have scaling issues when iimport into Unreal)
@@ninomancuso7021 check the scaling of the skeleton of your car. If the root bone is not 1,1,1 you have scaling issues which will badly affect the physics. It needs to come in with the proper scale. In case ping me on Discord - Unreal Slackers (@vr_marco) we can check together.
Hi, is this still working on version 4.26 Preview 5? I got it to work on Preview 1 but for some reason, isn't working for me, are u getting the same problem?
I put a note in the description few days ago. Preview 5 has gone back to PhysX by default, so this won't work anymore out of the box. If you want to experiment with Chaos Physics (and Chaos Vehicles) you need to compile it from the source on Github.
Don't know why my car is not moving. I followed every step carefully but my car is not moving. Third person camera is working fine. I also checked Simulate physics in skeletal mesh. But still my car is not moving.
Are you using 4.26-Chaos version from the Epic Launcher? Chaos Vehicles do not work with the regular 4.26 even if the plugin is enabled. You need to download and use 4.26-Chaos, which is a separate version.
@@marcoghislanzoni Also I want to make a car game and publish It to playstore, however Chaos Vehicle is Experimental and Epic Games don't recommend us to ship a project with it and physx vehicle is deprecated. Should I use Chaos Vehicle in my game and publish it?
@@Umarbit it depends on when you plan to release your game. If it is now, I would probably stick to PhysX. If it is in 3/6 months from now I would go with Chaos.
hey, im curious. what is special about chaos vehicles? i got here randomly and am curious. :) whats the benefit of using chaos for vehicles instead of "normal" blueprint physics?
Implementing a realistic and stable vehicle physics from scratch (with Blueprints or C++) is not very easy. It requires a lot of knowledge about vehicle dynamics and physics in general. Chaos Vehicles do most of the heavy weight lifting for you, so you can focus on the more creative part of the work.
@@marcoghislanzoni thanks for the reply marco! i just did some reading and my understanding is now that EPIC wants to be independant of nvidias physx and therefore develops chaos, which will be a native solution. :) is this correct so far? anyway, glad you got this working so well! i just played the demo, i could not do it, being a sound guy. :) awesome!
@@The-Vay-AADS in general Epic is replacing PhysX with Chaos Physics. This is meant to provide more flexibility and have an own physics engine to evolve. At the moment it is still in the make. It is fairly stable, but there are still glitches and performance related problems. It should be production ready by the time 4.26 goes live.
man i did the same as you but my vehicle when starting for the first after doing everything just doesnt accelerate everything works physics camera but it jusnt execute throttle and steer .Pls Help Bro.
@@uttamiscool2599 Then double check your engine curve and gear ratios, there may be something wrong with them (e.g. not enough torque). Use the debug HUD (see my other video) to check what is going on.
@@uttamiscool2599 if a specific vehicle does not work either its scale is off (it has to be 1,1,1) or there is something wrong with the way the power train is set up. Difficult to tell without seeing what happens.
Hi Marco. When i import my car i have separate objects for the wheels and the brake discs. how do you enable import of a single piece of geometry into UE?
@@marcoghislanzoni I dont see that option to download. I ended up just reverting. Ill wait till it actually works in the main live released branch. Clearly not ready yet.
@@thumpergames1369 Press the + in the Launcher to add an engine version and scroll down all the way to the bottom of the list until you see 4.26-Chaos Preview 2. That is the one you need to install to make Chaos Vehicles work.
@@marcoghislanzoni Hey thanks for your quick answer.and the answer would be yes, but what I do not understand is that the bone orientation is not correct. can you set that afterwards? And thanks for the tutorial by the way. is great. only I am somehow incapable^^ Edited: I am probably the dumbest Unreal user on the planet. I used your bone names instead of my own.
The best vehicle physic for a specific game is the one you make yourself for it! ;-) This said, I believe that Chaos Vehicles would be a great starting point for your game. Mind the fact that there are still few minor bugs here and there, but they should be solved along the way. The best thing is to give them a try on a quick game concept and see if they fulfill your needs (handling, playability, etc.) Good luck with your game!
Like in-air control? It is definitely doable through physics (apply torque/forces as needed). I am sill investigating the part of code which allows to directly set pitch/yaw/roll. Apparently it is more for flying vehicles (planes, choppers) but it should be also possible to apply it to cars when they are off the ground. That would give a more granular control.
You simply assign a specific physics material to the ground and set its friction value. The rest will be handled automatically for you on a per-wheel basis.
Hi, I was wondering if you could give me a quick pointer... My Chaos vehicle doesn't move in UE4. It's frozen in space where ever I put it. I enabled physics and the Chaos plugin, but it's still frozen... Do you have any ideas of what to check and troubleshoot? Thanks for the amazing video in any case.
@@marcoghislanzoni Gotcha. One more question, do you know a decent blender vehicle rig tutorial that applies to chaos vechlies? Have you uploaded one by any chance? Thanks as always.
@@directorsvault3676 check out the rigging tutorial for Blender 2.80 published on my channel. Make sure the bones end up properly rigged like shown in my Chaos tutorial.
How to add automatic gearbox, with sound, RPM and HUD.. I know to make a HUD, but idk how to sync with RPM, If someone can show me a tutorial, a advice ! Please !
Have a look at my follow-up tutorial on Chaos Vehicles. I am showing how to extract the data you need to do engine sound, skid sound and skid marks. With that you can follow other tutorials on how to actually produce the sounds and the HUD. I may cover this myself in a future tutorial.
I troubleshot it to selecting Physics Type to "Kinematics". If i choose other options, the vehicle drops when I press play, but the wheels get all wobbly. But with Kinematics selected, the vehicle just freezes in mid air
@@scan-the-world having the plugin enabled is not enough. It has to be the specific engine version where Chaos physics is enabled and replaces PhysX. This will only work with 4.26-Chaos Preview 2 which is a specific engine version, different from the regular 4.26.1, you can download from the Epic Launcher.
@@marcoghislanzoni I installed the ChaosVehicle plugin using the plugin tab on my 4.26, is that wrong? I don't fully understand your description EDIT: I just figured out that there is a chaos version at the very bottom of the version selection.. thank you. I guess it will work
you should be able to use a car without wheels (visually) but it still needs bones for them which the Movement Component can refer to. Otherwise you need to implement your own raycast vehicle (hover vehicle). There is a tutorial on my channel for that.
@@marcoghislanzoni Thanks, with Blender i can add bones? or unreal do that too? ( i have several cars without individual wheels) (sorry for my engliish, greetings from Argentina)
@@melthorme watch the Blender 2.80 to UE4 rigging tutorial on my channel. It shows a very simple way to create a car in Blender and have Unreal create the bones for you.
hi, thanks for showing how the new system works! do you know if it is possible to change values for e.g. friction of the wheels at runtime? I just gave it a try but couldn't find any "SET" nodes for those values - would really love to simulate tyre degradation.
The Wheels array can be retrieved from the Vehicle Movement Component. The problem is that all its properties are marked as EditAnywhere but not BlueprintReadWrite, so they cannot be manipulated directly through Blueprints. It should be possible to derive your own class from UChaosVehicleWheel and create some setter/getter for what you would like to change or simply read. For example, to do skid sound/skid marks one would need to access the slip velocities.
Hi Marco, Thx for this great Tut Very helpfull. Follow it step by step. All work fine but my car won't move. I have to wait for Chaos to be active again. I running preview 7 now. Is there a way to convert this to the old PHYSX system for the time beeeing? So i can drive my car? Kind regards Rinus
Hi Rinus, you are welcome! Follow my other vehicle tutorial from Blender 2.80 to UE4. That one is based on PhysX and it will work with the current P7. You will end up with an equally driveable vehicle.
I see that my physics are enabled but the car doesn't move, it's affected by physics but the wheels don't collide with anything even if i put in them a collision body.
@@marcoghislanzoni Possiamo parlarci in italiano? Risulterebbe più facile per me, allora... Io ho visto un altro ragazzo indiano che faceva le stesse cose che hai fatto tu nel video ma non ha usato penso questo plugin o comunque non ha mensionato questa tecnologia chaos, mi puoi spiegare in cosa consiste? Inoltre penso di aver seguito tutti i passaggi che ha fatto quel ragazzo che erano identici ai tuoi, e l' unica cosa che differiva nel suo video dalla mia prova è che a lui unreal già aveva implementato la fisica delle ruote sotto forma di capsule, io ho dovuto impostarla manualmente e il prototipo fisico in preview funzionava si e no, dopodichè ho applicato il movimento della telecamera con lo springarm etc etc e infine ho settato le ruote e il comportamento dell' automobile come faceva questo ragazzo e come facevi tu ma purtroppo quando andavo a simulare la demo il telaio subiva la fisica ma le ruote no e si compenetravano nel terreno, ho provato a modificare la grandezza delle ruote nel blueprint di quest'ultime ma l'automobile cominciava a volare in preda alle convulsioni, a questo punto non so proprio come fare, mi puoi dire se è obbligatorio usare questo "chaos"?
@@claudioceroni8028 si' e' assolutamente obbligatorio usare la version 4.26-Chaos Preview che puoi scaricare dall'Epic Launcher cliccando sulla + per aggiungere una version dell'engine e poi scegliendo 4.26-Chaos Preview. Non funziona con la 4.26 "regolare" perche' tale versione non include il codice Chaos Physics bensi' PhysX.
It's very hard to tell at the moment because Chaos Physics is still in the make and not yet optimized. The expectation is that once fully released it will be at least equally or even more performant than PhysX.
Thanks for the tutorial! So currently I am trying to add skid marks. I was thinking of spawning decals if the slip angles of the wheels are above a certain value. Is there a way to directly get the slip angles of the wheels? Like I can see the angles in debug screen but can't find a way to calculate it in the blueprint.
Check out my other tutorial on debugging a Chaos Vehicle. I am showing how to get the location of the contact patch. With that, get the Linear Velocity of the body at the contact patch location, project it along the wheel forward vector (Vx) and along the wheel right vector (Vy), then calculate atan(Vy/Vx) for Vx != 0. That is your slip angle. Otherwise you need to use C++ to add a get method to read the slip angle from the car directly.
Make sure you are using a Chaos version of the engine, like 4.26-Chaos Preview 3 or UE5 EA. Chaos vehicles do not work on the regular versions of the engine since they use PhysX and not Chaos Physics.
@@NitheeshMiddela It will work on UE5 AE. For 4.26 you need to use the Chaos Preview 3 version from the Epic Launcher. Add an engine version with the + and scroll down at the bottom of the list, it is there. Do not use the standard 4.26 because that one doesn't have Chaos Physics enabled and your vehicle will just sit in the air.
@@krims254 You have to use 4.27-Chaos not the regular 4.27.x (see the description to this tutorial). You can find 4.27-Chaos at the bottom of the list inside the Epic Launcher after you press + to add a new engine version.
Drive or spawn your car parallel to slope (30 degrees). Your vehicle will begin sliding downwards. Even with brakes and handbrake on. Even with extremely high friction settings on wheels and ground. Can someone confirm this strange behaviour? (4.27-chaos)
@@marcoghislanzoni Thank you for your reply. It would be cool if the devs would release newer versions of plugins for 4.27, too. Upgrading my hobby project to UE5 is a huge step. I tried to build a compatible 4.27 version plugin from UE5 source, but its not working (as expected). If someone can help me to find the related fix in the plugin so i can try to apply this fix in 4.27-chaos, too.
@@embeex it’s not only the plugin. There is a core portion of Chaos Vehicles which is part of the engine source code, so you would need to back port that part as well to make it work.
@@_rpr1337 these were the obvious ones, if it still doesn’t work ping me on Discord - Unreal Skackers so I can see what is going on. You been find me as vr_marco#8894.
@@_rpr1337 I would need to check the source code but I believe there may be issues if all of them are powered by the engine. If only two of them are powered (driving wheels) it should be ok.
Great tutorial! I'm coming from unity and trying unreal for the first time. I'm curious on how would I hide the visibility of one wheel? In unity I can go to the child object of the imported fbx and simply uncheck the mesh renderer component. What would be the equivalent to this in unreal? I've been trying to wrap my head around this. Any help is greatly appreciated.
Thanks! Like in Unity, you can hide single components in Unreal by setting the Hide In Game flag. The problem is that the wheels are part of a skeletal mesh, which is one single component including the body and other parts of the car, so everything will be hidden if you do so. You have two options: 1. Use HideBoneByName to hide only the specific wheel bones. This may lead to weird results with the physics, so you need to try it out first. 2. Create a transparent dynamic material for the wheels and assign it at runtime when you want to hide them. This is guaranteed to work.
@@marcoghislanzoni thanks so much for your reply it really helps shed some perspective on my issue. I'm going to play around with your suggestions and see what I come up with. I really like what unreal has to offer, I'm just hoping the learning curve isn't too steep.
@@AllMyBeatz You are welcome! If you didn't do already you may want to check this out: docs.unrealengine.com/en-US/Basics/UnrealEngineForUnityDevs/index.html
Awesome, will have to give this a go sometime soon. Still not sure yet if I'm keeping my (crappy but simple) raycast vehicle setup for my current project or swapping to something more realistic. I can't say why but the current UE4 vehicle system just never felt right to me; going to try testing & prototyping with this new system. Thanks for the detailed tutorial!
Can someone help me I did everything he said and it just won’t drive. I’m using 4.26 chaos and everything should be fine. Is there anything I need to do or have that he didn’t say in the video?
Watch my other video on debugging a Chaos Vehicle. Activate the debug HUD and try to understand what is going wrong. Also make sure your car is rigged properly, especially the heading direction (should be toward the positive X).
Unfortunately I don't have the rights to redistribute the vehicle which is in the tutorial, but you should be able to find a similar one online and quickly re-build the project for it.
How does it feel driving this compared to the PhysX vehicles? I have to do insane amounts of tweaking and tuning to get the PhysX vehicles to feel slightly fun to drive.
Chaos Vehicles feel more natural than PhysX for me. They work just fine out of the box and with few tweaks. There are still some bugs to be taken out and some internal parameters need to be made more accessible, but for the rest I like them. Also the debug HUD is very helpful and detailed (see my other video).
so nice tutorial really useful i will try it some day but what if we have high poly mesh car and low poly mesh car can we setup on low then make high visible ? and what if i like to use same blue print to control more cars should i create each one from scratch ? thanks again for what you done ❤
You are welcome! You can setup a car with your low poly mesh and later swap in a high poly one. It will work exactly in the same way provided the physics asset is the same or very similar at least. To make more cars out of the same Blueprint the proper way is to create a Child Blueprint from it for each car, then adjust the properties as needed.
Hi, thx for your tutorial, i am blocked the car stay in the air no gravity and no physic at all. i have try with model from blender with bones as you do in this tuto. Without bones as you do in the other tuto. And with one car the green SUV from the unreal free asset all inside unreal without blender at all. unfortunately nothing work. i need some help to understand what i am doing wrong.
If you just need some vehicles to try out, these are fully compatible with Chaos: www.unrealengine.com/marketplace/en-US/product/bbcb90a03f844edbb20c8b89ee16ea32 Check also my tutorial about rigging a vehicle in Blender 2.80 and importing to UE4. That should fix all your issues.
Great tutorial, thank you!
For people rigging the car in Maya and not blender:
1. Before creating joints, change Maya preferences > settings > Up axis Z. Rotate the car back to normal and zero out transforms.
2. When exporting the .fbx, in the export window, go to advanced settings > axis conversion and set it as Z.
3. When importing into Unreal, uncheck the Convert Scene box.
Thank you very much friend.
Can confirm that this tutorial works for UE5 EA. Engine Curve does not have to be saved in UE5.
Okay thanks. I am trying to import a rigged dump truck into unreal 4 and when I make it drivable and hit play it flies into the air. I'm trying to rebuild the rig in case I didn't do that right.
He... really lovely to see someone cover this topic.
It is impossible NOT to learn with your videos, simple and concrete explanations makes the learning process so much easier and fun! Thank you for sharing your knowledge with us 🙂 always learning
Thank you Joao! :-)
@@marcoghislanzoni Question! I have Regular old 4.26.1 but in my plugins all Chaos plugins are Enabled.. is this why my front two wheels are falling through the ground but nothing else is.
@@nathanleigh9450 correct. To use Chaos Vehicles you need Chaos Physics, so you need a version of the engine compiled with Chaos Physics enabled. Either 4.26-chaos or 4.27-chaos or UE5 EA.
That's actually a Dodge Challenger, but I really enjoyed the tutorial thank you!
Thanks! You are totally right! My mistake. I don't know why I kept calling it Charger...
I missed that part 😁, thanks again!!
@@marcoghislanzoni can I hv your dodge challenger fbx file...pls
@@nikhilcsuvarna8829 free3d.com/3d-model/dodge-challenger-14411.html
@@marcoghislanzoni Thanks sir 🙏whether this file is rigged for ue4?
I didn't even know they were adding vehicle code with Chaos, I'm currently working on a custom implementation of PhysX vehicles. But this was very interesting and helpful nonetheless. Thanks for adding the timestamps/sections as well!
Great tutorial. I had one issue with my vehicle. When I added two different types of wheels for front and rear axle, the vehicle would just stop simulating physics when it touches ground. It only worked when I set all wheels to be the same class. The solution was very simple. If you have this problem you just need to remove your car from a scene, and put a new one. I guess some variables are cached, or something, and you need to "update" it by replacing it with a new car.
Well spotted! Thanks for sharing. Yes it is likely that the state of the car is not properly updated when changes are made with the vehicle in the scene. I will check the source code, maybe there is a fix that can be submitted via PR.
THANK YOU!
So what is the main benefit of these new Chaos vehicle?
Thanks for the tutorial by the way. Quick, clean and to the point. Hope for more in the future :)
You are welcome! Main benefits are that you can easily do N-wheeled vehicles, they support aerofoils and thrusters (think airplanes or rocket cars) and, in generale, they are more stable and have less quirks than the legacy PhysX vehicle. Plus they are network replicated and (to be confirmed) support client authoritative simulation.
@@marcoghislanzoni Thanks for the response!
And the drive physics feels really very very good....
what is the difference
Thanks for making such a great tutorial for us.
You are welcome!
Thanks for the tutorial. But I stuck at 22:31. It would not simulate if i check or uncheck. In Play mode pawn remains fixed. It even not fall to the ground. Maybe know what the problem might be?
Did you create the collision body for the car and the wheels?
@@marcoghislanzoni Yes I did. And set Kinematic to all of them, except main bone.
Šarūnas Ramonas and the skeletal mesh is the root of you car BP, right? And it is set to simulate physics, correct? Its collision set to vehicle? Gravity enabled?
@@marcoghislanzoni Thank you for responding. Yes, to every question. But if I switch from "Kinematic" to "Default" for wheels bones bodies, then it is working, but of course, it is not using animBP.
@@sarunasramonas the wheel colliders need to be kinematic. Weird that this is happening. Did you try with one of the vehicles from this free pack: www.unrealengine.com/marketplace/en-US/product/bbcb90a03f844edbb20c8b89ee16ea32
Question.. Which setting changes the bouncyness of the car? If I want are more bouncy arcade vehicle.. Which settings am I looking for?
You need to decrease Spring Rate and Spring Preload.
@@marcoghislanzoni Thanks, another thing. My wheels are just going through the ground, the body collide, but wheels dont.. I'm sure I did everything in the video...
@@REE-Animation typically this is due to a scaling issue. Check the scale of the root bone of your car skeleton. If you see anything different than 1,1,1 that is your problem. It needs to be 1,1,1 to work properly.
@@marcoghislanzoni alright. Thanks. Will look into it. I think I also need to start over, as I has the car stuck in air problem and switched the project to chaos preview 2 midway..
I will start over again, and pay more attention.. Thanks for the answer. Many youtubers don’t answer comments. So thumbs up for that 👌
Hey Marco, this video answers some of the questions I sent you....=-)
Am I the only one that can't configure the physics body so that the car can actually stop colliding with the world? I've tried at least 8 tutorials and all of them do the same thing. I've tried 3 different riggs and none work. I've modified the rig I created and re-exported it at least 20 times and it did move at some point, but somethings up with the physics body that I can't figure out. Anyone got any ideas why this is happening? It's either the car is floating or the wheels are going through the floor
Make sure you are using the proper engine version. It doesn't work on the regular 4.26, you need to use 4.26-Chaos Preview.
Thanks for sharing, Marco! The default values is already better than NFS physics :D
You are welcome! Indeed. They are not too bad out of the box already and they are easier to tweak than the PhysX one.
My vehicle doesn't simulate physics, even after enabling it on the mesh... please help
Are you using 4.26-Chaos Preview? It will not work with the regular 4.26.
Thank you for this!
I’m trying to implement this into sequencer with a control rig.
Would you know how I could make the two work together in sequencer? I want to be able to animate a chaos vehicle along a curve at a speed, and control drift using control rig. But simulate body physics from chaos. Is that possible ?
For the others reading this, as we had to chance to discuss this offline, one should either stick to full physics and record it to be played back in Sequencer, or implement a keyframed animation using Control Rig. Combining the two is possible but very cumbersome to handle, making the workflow more complicated than necessary.
Hello, This tutorial not work on UE 4.27. Please let me know how to solve this matter.
You should read the description to the tutorial first. You need to use a version which has Chaos Physics enabled. Either 4.26-Chaos Preview or UE5 Early Access from the Launcher. 4.27 still uses PhysX and doesn’t have Chaos Physics enabled by default. To enable Chaos Physics on 4.27 you need to recompile it from source. See my other tutorial for that.
@@marcoghislanzoni Thanks. Fortunately 4.27 Chaos launched now
@@meywu Great!
Marco Pleeease help, i did exactly by the your tutorial, but my car didn't moving, wheels turning around and to left and right, but car is stand still.
First of all, can you confirm you are using the 4.26-Chaos Preview version which is available form the Epic launcher? Chaos Vehicles will not work with the regular 4.26 version.
@@marcoghislanzoni Yes that was my main problem, so simple but not obvious
if you click generate body and see 'nothing' happening, press F with the bone select and mousewheel in, mine was the right shape but 0.01 scaled down sitting inside of the car!
i had terrible trouble generating the physics colliders for my meshes and fixing this. the scale was all wrong between blender and unreal. it seems unreal reads the file scale correctly but doesnt apply this to the bone scale. i had to scale my mesh up by 100x in blender, set my file scale to 1.0 and export. then in unreal change the uniform import scale to 0.01 to 'reverse' this overscaling. then generating the convex hull for the body of my vehicle worked!
I have another tutorial on my channel about proper rigging of vehicles (the easy way). You may want to check it out. Scaling issues between Blender and Unreal are a long standing problem unfortunately.
I have a small problem... My wheel is going a bit below the plane and I thing it might be a collider issue . Anyone knows how to fix it? I m a beginner plz help.
Increase the wheel radius inside the wheel BP's
great but how do we animate this car in sequencer with physics and output a movie?
I have done it for a commercial project but it is a convoluted process, I cannot really explain it in a comment.
@@marcoghislanzoni how about a tutorial? Like this one
Well done Sir, well done.
Why the wheels gong under the floor as doesn't exist?
I tried your tutorial and more but same problem.
can you help me to find where is the problem?
BTW, THANK YOU SO MUCH FOR YOUR HARD WORK ❤
I don't get why none of these tutorials seem to work for me (Unreal 4.27). I'm doing exactly the same thing! With this one, my car doesn't even drive. I don't get it, this shouldn't give that much troubles. I get it running in Godot, but not in Unreal.
Because using Chaos Vehicles requires a Chaos enabled version of the engine. You are very likely using the standard version. Please read the description of this tutorial, it explains what you need to make this work.
@@marcoghislanzoni Indeed, that was the problem.
Although it is strange that they enable and show Chaos plug-ins in the standard Unreal Engine, while they are useless in the standard.
Have you worked with both Vehicle classes? Standard and Chaos? If yes, which one do you prefer?
@@eyeemotion1426 for the time being Chaos Vehicles are experimental still have some quirks, but I am confident they will be ready for prime time once released.
Sir you are great guru for us 👍👌
I don't have words to express my gratitude for your work and sharing this knowledge with us.
❤️🙏🏽❤️ Namaste.
you can control the motion blur with a post process volume and adjust the amount of blur etc.
sure, but I don't like motion blur at all on vehicles, so I prefer to switch it off completely.
I hate to be "that" comment, but do you think you'd ever do a tutorial on doing how to detect player drifting? I've been thinking about it for awhile but can't seem to get it to work in practice. My main thought was to do some kind of detection of perpendicular velocity on the wheels, but it just never seems to work.
You can detect drifting in a very simple way actually. When a car drives on a straight line or takes a turn, its speed vector is pretty much aligned with its body forward vector, so the angle between them is relatively small. In a drifting situation this angle is instead much larger (say 25 degs or more) because the body is very much rotated respect to the direction of travel (speed vector). All you need to do is 1. ensure the car has enough speed (say > 40 Km/h), 2. Take the velocity vector of the car (Get Physics Linear Velocity), do a DOT product with the body forward vector (Get Forward Vector) and calculate the ACOS of the result. That is your angle. If this angle is greater than, for example, 25 degrees, then you are drifting, otherwise not. The drifting threshold angle depends very much on you car and how it is set up.
@@marcoghislanzoni didn't even think about it like that. Thank you! I'll be experimenting with that today.
I'm confused on whether the wheels need to be set to kinematic or not. I'm trying to do a motorcycle and every tutorial just leaves them on default, however that causes the bike to just fall over when I press play, and also when I press forward to throttle nothing happens. Changing the wheel sphere colliders to kinematic just causes the physics simulation to go crazy.
The wheel collision bodies need to be set to kinematic, they will be changed to simulation anyway at runtime by the vehicle code. Check the scale of your vehicle (especially the root bone) and the orientation of the body (along the positive X axis). If these and more requirements are not respected, the vehicle won't drive.
@@marcoghislanzoniYou were absolutely right, the orientation of the root bone was incorrect. I used the new skeletal mesh editing tools to rotate the root by 90 degrees yaw and that fixed the problem. Bike is working nicely now :) Thanks!
Hi Marco, very precise tuto. I did all what you teach but when I add my vehicle in my map, nothing happen, the car doesn't drop on the floor, the wheel doesn't turn. Do you have a clue without seeing my project? Thanks for your help
Usually that means you are not using a version of the engine with Chaos Physics enabled. Please read the notes in the description of the video.
@@marcoghislanzoni Hmm, I use the UE version 4.26.2 and also have a problem with a car hanging in the air when trying to make a chaos vehicle. Is version 4.26.2 also not suitable for chaos vehicle?
@@ЕфимНабоких it’s not. Unless you want to compile the engine from source with Chaos enabled (see my other tutorial on this channel) you need to use either 4.26-Chaos Preview or UE5 Early Access.
@@marcoghislanzoni Ok, Thanks you.
physics for wheel is not working at all... seems like all of wheels physics are moved to center, not each wheel... any help?
Make sure you are using a Chaos enabled version of the engine (e.g. UE5 or 4.26-Chaos), otherwise the vehicle physics won’t work despite having the plugin enabled.
Great tutorial, the best one on this theme so far on the whole youtube)
But I still have one question. I've followed this up and was able to rig and drive my 6-wheel truck. The problem is, that it was slow and overall unresponsive turned really bad. I've tried all types of adjustments, what I'm trying to reach is a really responsive, arcade-like feel to it, like a go-kart. I don't know if it's me adjusting wrong parameters, or the 6-wheel setup is bad itself. Could you give me some tips which parameters change first in order to achieve it? I've already tried: doing the only 4 rear wheels affected by engine, then I tried all wheel drive, also tried adjusting max torque, max RPM, played with torque curve and weight, changed friction force multipliers on both front and rear wheels, steering angles... Now I'm already thinking of giving up on Chaos, cause the truck is either too bulky, or it rolls over after the smallest turn
I would need to double check the source code but I am not 100% sure a 6-wheels configuration with 4 rear driving wheels is properly supported. That would require 2 or 3 differentials. A typical approach is to have the physics handle a 4 wheels configuration, which we know works properly, and just animate the other two rear wheels using the same transforms from the 2 powered ones. This can be done directly in the AnimBP and has no impact on the physics itself. Guaranteed to work. Final note. Chaos vehicles as well as Chaos physics are still in beta, so some glitches have to be expected. This said, the approach suggested above should work flawlessly.
Could you suggest how you can record the animation of the car in the sequencer in order to make a video of the chase in the future.
Thank you.
It's definitely possible and I have done it for other projects, but the setup to make it work properly is complex and cannot be explained in a YT comment.
Sorry for possibly the dumb question. Can i somehow turn my vehicle driving in baked animation? Let's say i press a play button, i drive my vehicle by some path and can i turn that into an animation sequence?
Sure you can. There are a couple of tutorials about that here on TH-cam and also on the Epic's Dev community.
@@marcoghislanzoni Thank you, i will try to find them =)
Please make a tutorial on vehicle sounds of engine acceleration etc. I have no idea how to implement it!
@@SLAPDOORS I had search all over internet, I cannot find any free Engine loop sound! Could you please help by sharing any links?
Thanks for the tutorial! Do you know how to change the acceleration/speed of the steering to be able to turn the wheels more smoothly? The current setup makes the handling feel stiff
If you are steering with a keyboard you need to FInterp the input value so it moves smoothly from 0 to 1 and back.
@@marcoghislanzoni Hi, There are 3 different Finterp nodes in UE5. I used the "Finterp To" node and set the Interp speed to 0.5 and the steering is much smoother, thanks.
@@marcoghislanzoni I tried this but it didn’t seem to work, could you maybe post a screenshot of the BP with the Finterp node? Thanks!
@@F11290 Show a screenshot of how you implemented your Finterp. It has to be either on an Input Event or on Event Tick, otherwise it won't work properly.
@@marcoghislanzoni TH-cam wont let me attach links for some reason. The problem is that when turning, the wheels start to turn slowly and turn faster the longer you turn if that makes sense. I'm looking to make the speed of the turning constant when holding A or D, but I dont know where to put the nodes you mentioned as I am fairly new to the blueprint editor. Any help would be much appreciated! :)
Can you please release the project files for download. So that we can directly compare what's going wrong in our project
I can’t because I don’t have the copyright on the car model. Feel free to contact me on Discord - Unreal Slackers (@vr_marco) so I can help you diagnose the problem.
@@marcoghislanzoni is that ur username? I need the four digits after it to message you
@@mrtegs vr_marco#8894
@luke r thank you Mr. Lawyer. And since when offending someone is going to get you something? Good luck with it.
Holy shit, that button at 18:00 to the left of the input dropdown, does that let you click the button and press a key or input if you have a controller plugged in and it automatically sets it to that input? Why was this feature not here sooner, it would have saved so much time!
Awesome tutorial by the way! :D
Thanks! Yes, that is indeed new in 4.26. It's somehow handy for the standard inputs, a bit less for VR etc. as in some systems the controllers are not producing any input if you are not wearing the HMD.
The wheels of the car are buried in the ground.
How do I solve this?
You may need to change the wheel radius inside the wheel BP’s
hi, at 22:54 i tried to move my car but it isn't moving, can you help me fix?
Is your vehicle falling to the floor when you start playing?
@@marcoghislanzoni yes
@@nitro5gaming463 then the problem may be with the engine torque curve or gear ratios. Did you follow the tutorial or are you doing your own setup?
@@marcoghislanzoni no i followed everything that you showed in the video
@@nitro5gaming463 which version of the engine are you on? In case ping me on Discord - Unreal Slackers as vr_marco#8894
i am already a coordinates genius, but i think this will help many other new users. :D
Thanks a lot for the tutorial. Very well explained ;)
hi Marco, Can show how the vehicle reacts when it collides with another vehicle, does it collide and move the other vehicle natural or does it just impact and stop dead on its tracks?
I will probably show that in a follow-up tutorial but, from some preliminary tests, they behave fairly well. Collisions between vehicles are believable. Driving with one car on top of another (like with a monster truck) still creates some glitches in the suspensions.
and how im suposed to get that 'special' chaos plugin from the platform and not the engine ? i see nothing in the market for free that's named chaosvehicle.
The Chaos Vehicles plugin is distributed with the engine. You will find it among the built in plugins, marked as experimental, bit fully functional.
I Have a issue with The APC It's just floating in the air and No wheels are turning or spinning even thought I hooked the inputs up to print to screen and can see them.
Setting the wheels to default makes it drop but its a mess and still not wheel input . Not sure why.
auto possess and default input is player 0
Make sure you are using a Chaos enabled version of the engine (e.g. UE5 or 4.26-Chaos), otherwise the vehicle physics won’t work despite having the plugin enabled.
@@marcoghislanzoni Im on 4.26, I have gone over everything and can't seem to even get the wheels to spin or steer.
@@BaseRealityVR can you confirm you are on 4.26-Chaos Preview and not on the regular 4.26?
@@marcoghislanzoni Thanks. That must be it. Im not on chaos preview Just regular 4.26. :), Out of curiosity Do you know if ue5 has chaos already built in as I could just switch to that instead for this.
@@BaseRealityVR yes, it does work with ue5 since it has Chaos Physics enabled by default
Hey sorry haven't gotten to watching your video yet, but I will. I haven't forgotten about you, I'm just really busy right now :/
No worries, it is there, I am not going to remove it any time soon. ;-)
Chat knows how busy you are.
The 3 legendary youtubers in one comment🔥🔥
Hello. I have set up a vehicle from this tutorial many times, but now I have a problem and I don't know what the cause is. After changing from Physics Type to collision body in wheels, physics stops working. In my opinion, I did this tutorial step by step, but this time I have such a problem. Maybe you know the reason?
That usually happens if you are using the wrong version of the engine, which uses PhysX instead of Chaos physics. Please read the description to this video and make sure you are using a Chaos enabled version of the engine to start with.
What if my scale isn't 1 at 5:00 ? Its set to 100 despite me applying all transformations in blender and setting the units to 0.01 in blender
Also, in the physics tab, only 1 body shows up
You need the scale to be 1 on the root bone otherwise it will not work. Scale the whole vehicle down in Blender so that the scale there shows 0.01 for the body and the wheels. Do not apply it. Then export like that, it should be imported with scale 1 overall.
@@slsclrk That is the autogenerated body. For the wheels you may have to add the sphere bodies manually.
@@marcoghislanzoni Ok, so do I scale it up in unreal now? Because right now the car is 4.6 cm long
@@slsclrk no, do it like this. Your car is 4.6m in Blender and its scale is 1.0. Now scale it by 100 in Blender and apply the scale. The car is 460m (huge) and its scale is 1. Finally scale it down by 0.01 in Blender but DO NOT apply the scale this time. The car is 4.6m and its scale is 0.01. Export it like this to FBX (export scale 1.0) and import in Unreal with import scale 1.0. The dimensions will be right in Unreal and the root bone scale will be 1.0 as needed.
My wheels are rolling/spining around, any idea why? I couldn't find the problem
Check the orientation of your bones. I have a tutorial on my channel about a quick rigging in Blender. You may want to follow it.
when the car drives through a bump the camera shakes as well . any advice about how to get rid of the camera shaking ?
Decoupling the vertical movement of the camera from the car requires some custom coding. What you can do without coding is to parent the spring arm of the camera to an invisible physics body and constrain that body to the car with a soft constraint. In that way you have created a kind of stabilizer for your camera system.
if I set my physics bodies to kinematic, the vehicle just stays in the air, even after applying physics to the skeletal mesh
Are you using a Chaos version of the engine? Please read the description of the tutorial.
@@marcoghislanzoni I am using the 4.27 chaos. before the car was completly stuck. now the suspention drops down and the front wheels can turn. but the body stays stuck in the air. I would love to hear if their is a solution for this
@@SVADesign you didn't set the body to kinematic, did you? Only the wheels should be kinematic. Is the car skeletal mesh set to simulate physics? Do you get any error message in the log?
@@marcoghislanzoni Yes only the wheels are kinematic. body is default. the SM is simulating physics. No errors
@@SVADesign can you check that the scale of the root bone of your car is 1,1,1. Anything different (especially 100,100,100) will cause issues.
It's still not stable. Front Wheels snaps to the steering input sometimes and physics sleep too early( you brake and stop the car and as suspensions will try to make the car in normal standing pose the physics will stop too early resulting as if someone turned off simulate physics in between the simulation) and long slip, lat slip etc variables are still not exposed whyyyyy
Yes, there are still some glitches with the steering animation and with some use cases (roll-back on inclines, powering forward will backing-up, etc.) In order to support a large number of vehicles, there is a pretty aggressive sleep algorithm in place. You can tweak its settings within the Vehicle Movement Component though. Most parameters are accessible through the Vehicle Movement Component and the Wheels array but others will have to be exposed to BP if needed. I am sure more will come as the development progresses.
for skeletal meshes there should be a way to turn off motion blur per bone, but I haven't found that settings anywhere
The option is under the skeletal mesh component and then it needs to be controlled via Blueprint. Honestly I don't like it all for vehicle simulations, so I prefer turn it off altogether.
@@marcoghislanzoni true, not a huge fan of motion blur either, but it might be nice to keep it on my background
i did find the checkbox,but yeah, ticking it does nothign, so is there a fuction that calls / drives motion blur?
@@nosalis if you tick that box and you have global motion blur enabled or motion blur enabled in post-processing, then motion blur will be applied on a per-bone basis instead that on the whole skeletal mesh at once. For example, if the mesh rotates quickly you should see that motion blur is applied to the extremities (distal bones).
@@marcoghislanzoni thank you for more details, yeah I think I started to realize that per bone motion blur means it can be controller independently. Wha's strange that adjusting the values on bones for motion blur, putting everything to 0, I'm still gettign motion blurred wheels
as you say, maybe easiest jus to disable it globally and not worry about it :) I agree , I also don't like motion blur in games all that much, especially racing games
@@nosalis per-bone motion blur means you want it to be calculated and applied to each bone of the skeletal mesh on an individual basis rather than to the skeletal mesh as a whole. It doesn't mean you can turn it on/off independently for each bone (aka decide bone X has motion blur but bone Y doesn't), otherwise there should be an option in the skeletal mesh editor to set it for each bone.
Great Marco, this plugin have more options for drifting cars right?
I didn't try but given the fact you can tweak the lateral and longitudinal friction, it should be possible to make a drifting car. You can also use the arcade controls which allow you to set the yaw angle explicitly. This said, at the moment there is no support for a friction circle (interaction between lateral and longitudinal friction components) so you won't be really able to drift by controlling the throttle amount (power drifting).
When i set it to kinematics my vehicle stops simulating physics...any solution?
What are you setting to kinematic? You need to set the wheel bodies only, the car's body has to be simulating.
Could you please make a full tutorial on rigging the vehicle from Blender to UE5, for some reason my car doesn't move.... :( Not even in UE4 :(
I already have an easy rigging tutorial on my channel. You can follow it and get a properly rigged vehicle. As first thing, check that the scale of the root bone if your car is 1,1,1 once imported to Unreal.
@@marcoghislanzoni Okay, Thank You :)
7:14 Someone know why when i set to kinematic simulation physic doesn't work
Try setting the physics body for the car body explicitly to Simulated instead that leaving it to Default.
also not work
If liner limits in constran set all free then phisics work, but weels not spin and go throught graund
@@3dtutorialsandquestions make sure you are using 4.26-Chaos Preview which is a separate download from the Epic launcher. If you try this with the regular 4.26 the car will not work.
@@marcoghislanzoni I can not see anywere 4.26-Chaos Preview
Thank you so much for the tutorial, can you please make third person character inter and exit the car ?
Honestly this is not specific to Chaos and there are already tutorials about it. Just search for " UE4 enter exit vehicle animation" here on TH-cam.
I'm having an issue, my basic vehicle just sinks into the plane and doesnt actually drive. The wheels just sort of spins as it grinds. I feel like I followed the tutorial and others very closely, to no help. Ive even gone back to the beginning and created a basic basic vehicle from scratch in blender, made sure all axis are correct, all the scale is correct, all the export settings are correct. Ive made sure the collisions are corect in the physics, they dont seem at all different from many exmples Ive been looking at actually. I am stumped!
Nino, can you confirm you are using 4.26-Chaos Preview and not the "regular" 4.26? It won't work with the regular 4.26 because Chaos Physics is not enabled in it.
@@marcoghislanzoni yes, I am thinking I am having an issue with bringing the rigged mesh in from blender because I can drop other rigged vehicles into the world with their setups and they work fine. Mine sinks into the plane and gets jammed there.
Can i confirm with blender 2.9 I dont actually need to do the unit rescaling? I believe using the "Apply Scale" tickbox in Blender export will now achieve that (if I follow those steps with 2.9 Blender I have scaling issues when iimport into Unreal)
@@ninomancuso7021 check the scaling of the skeleton of your car. If the root bone is not 1,1,1 you have scaling issues which will badly affect the physics. It needs to come in with the proper scale. In case ping me on Discord - Unreal Slackers (@vr_marco) we can check together.
@@marcoghislanzoni Thanks, I'll add you now
Hi, is this still working on version 4.26 Preview 5? I got it to work on Preview 1 but for some reason, isn't working for me, are u getting the same problem?
I put a note in the description few days ago. Preview 5 has gone back to PhysX by default, so this won't work anymore out of the box. If you want to experiment with Chaos Physics (and Chaos Vehicles) you need to compile it from the source on Github.
@@marcoghislanzoni ohh got it thanks
@@marcoghislanzoni ho, ok that why is not working for me too
Don't know why my car is not moving. I followed every step carefully but my car is not moving. Third person camera is working fine. I also checked Simulate physics in skeletal mesh. But still my car is not moving.
Are you using 4.26-Chaos version from the Epic Launcher? Chaos Vehicles do not work with the regular 4.26 even if the plugin is enabled. You need to download and use 4.26-Chaos, which is a separate version.
@@marcoghislanzoni Also I want to make a car game and publish It to playstore, however Chaos Vehicle is Experimental and Epic Games don't recommend us to ship a project with it and physx vehicle is deprecated. Should I use Chaos Vehicle in my game and publish it?
@@Umarbit it depends on when you plan to release your game. If it is now, I would probably stick to PhysX. If it is in 3/6 months from now I would go with Chaos.
do you know why my car wheels are rotating in every direction? Car is on the ground
Very likely you didn't rig it correctly. The wheel bones have to be facing the Y axis. Have a look at my easy rigging video with Blender.
@@marcoghislanzoni ok thanks
hey, im curious. what is special about chaos vehicles? i got here randomly and am curious. :) whats the benefit of using chaos for vehicles instead of "normal" blueprint physics?
Implementing a realistic and stable vehicle physics from scratch (with Blueprints or C++) is not very easy. It requires a lot of knowledge about vehicle dynamics and physics in general. Chaos Vehicles do most of the heavy weight lifting for you, so you can focus on the more creative part of the work.
@@marcoghislanzoni thanks for the reply marco! i just did some reading and my understanding is now that EPIC wants to be independant of nvidias physx and therefore develops chaos, which will be a native solution. :) is this correct so far?
anyway, glad you got this working so well! i just played the demo, i could not do it, being a sound guy. :) awesome!
@@The-Vay-AADS in general Epic is replacing PhysX with Chaos Physics. This is meant to provide more flexibility and have an own physics engine to evolve. At the moment it is still in the make. It is fairly stable, but there are still glitches and performance related problems. It should be production ready by the time 4.26 goes live.
man i did the same as you but my vehicle when starting for the first after doing everything just doesnt accelerate everything works physics camera but it jusnt execute throttle and steer .Pls Help Bro.
Do this. Go to your project settings, under Frame Rate and set it either to Fixed 60 FPS or Smooth. That should solve it.
@@marcoghislanzoni did it not solve i have 2 more vehicles which work but this dosent work pls help any other method
@@uttamiscool2599 Then double check your engine curve and gear ratios, there may be something wrong with them (e.g. not enough torque). Use the debug HUD (see my other video) to check what is going on.
@@uttamiscool2599 if a specific vehicle does not work either its scale is off (it has to be 1,1,1) or there is something wrong with the way the power train is set up. Difficult to tell without seeing what happens.
Hi Marco. When i import my car i have separate objects for the wheels and the brake discs. how do you enable import of a single piece of geometry into UE?
You need to import it as skeletal mesh. The engine will try to import it as many static meshes but you can force the import as one skeletal mesh.
@@marcoghislanzoni No that doesn't work. I import as skeletal mesh but it still brings in separate geo.
@@BradleyStilwell did you have a look at my tutorial about easy vehicle rigging (also on this channel)? That shows the workflow you can follow.
@@marcoghislanzoni Thanks Marco those videos are super helpful!
My car refuses to move, and i don't even have idle engine rpms?
Are you using the Chaos version of the engine available from the Epic Launcher as a separate download?
@@marcoghislanzoni I dont see that option to download. I ended up just reverting. Ill wait till it actually works in the main live released branch. Clearly not ready yet.
@@thumpergames1369 Press the + in the Launcher to add an engine version and scroll down all the way to the bottom of the list until you see 4.26-Chaos Preview 2. That is the one you need to install to make Chaos Vehicles work.
my car is not pinned to the ground. It seems like the car is floating. what can this be? UE5 is used
Is the skeletal mesh of your car simulating physics?
@@marcoghislanzoni Hey thanks for your quick answer.and the answer would be yes, but what I do not understand is that the bone orientation is not correct. can you set that afterwards? And thanks for the tutorial by the way. is great. only I am somehow incapable^^ Edited: I am probably the dumbest Unreal user on the planet. I used your bone names instead of my own.
@@Eminent-Web LOL. Is it working now?
@@marcoghislanzoni yes sir 🤦🏾♂️😅
What is meant by 'chaos' and is it the best vehicle physic method? I want to develop a 3D dop down racing game :)
The best vehicle physic for a specific game is the one you make yourself for it! ;-) This said, I believe that Chaos Vehicles would be a great starting point for your game. Mind the fact that there are still few minor bugs here and there, but they should be solved along the way. The best thing is to give them a try on a quick game concept and see if they fulfill your needs (handling, playability, etc.) Good luck with your game!
How hard is it to achieve semi-arcade handling?
Like in-air control? It is definitely doable through physics (apply torque/forces as needed). I am sill investigating the part of code which allows to directly set pitch/yaw/roll. Apparently it is more for flying vehicles (planes, choppers) but it should be also possible to apply it to cars when they are off the ground. That would give a more granular control.
If I may ask, how to edit traction of a vehicle?!
Meaning, to assign a specific traction to asphalt, or dirt or mud for example?
You simply assign a specific physics material to the ground and set its friction value. The rest will be handled automatically for you on a per-wheel basis.
Hi, I was wondering if you could give me a quick pointer... My Chaos vehicle doesn't move in UE4. It's frozen in space where ever I put it. I enabled physics and the Chaos plugin, but it's still frozen... Do you have any ideas of what to check and troubleshoot?
Thanks for the amazing video in any case.
Make sure the vehicle skeletal mesh is set to simulate physics.
@@marcoghislanzoni Gotcha. One more question, do you know a decent blender vehicle rig tutorial that applies to chaos vechlies? Have you uploaded one by any chance? Thanks as always.
@@directorsvault3676 check out the rigging tutorial for Blender 2.80 published on my channel. Make sure the bones end up properly rigged like shown in my Chaos tutorial.
@@directorsvault3676 yes. Watch the one on my channel (Blender 2.80 easy rigging).
When I run up to my vehicle, my character is able to push it easily. Any ideas on how to stop this?
Uncheck physics interaction in the character movement component
How to add automatic gearbox, with sound, RPM and HUD.. I know to make a HUD, but idk how to sync with RPM, If someone can show me a tutorial, a advice ! Please !
Have a look at my follow-up tutorial on Chaos Vehicles. I am showing how to extract the data you need to do engine sound, skid sound and skid marks. With that you can follow other tutorials on how to actually produce the sounds and the HUD. I may cover this myself in a future tutorial.
Anyone know why when I press play, my car is stuck in mid-air? I already clicked simulate physics. TIA
99% you are using the wrong engine version. You need 4.26 with Chaos enabled, available from the Epic Launcher as 4.26-Chaos Preview 2.
@@marcoghislanzoni Thanks for your reply! I'm using UE4 Version: 4.26.1 with ChaosVehiclePlugin BETA Version 1.0 enabled
I troubleshot it to selecting Physics Type to "Kinematics". If i choose other options, the vehicle drops when I press play, but the wheels get all wobbly. But with Kinematics selected, the vehicle just freezes in mid air
@@scan-the-world having the plugin enabled is not enough. It has to be the specific engine version where Chaos physics is enabled and replaces PhysX. This will only work with 4.26-Chaos Preview 2 which is a specific engine version, different from the regular 4.26.1, you can download from the Epic Launcher.
@@marcoghislanzoni Thanks for your support. Appreciate it. Sub n Liked
does not work, wheels don't steer nor does the car move, i followed along each step and not working :/
Read the description to the video!
@@marcoghislanzoni I installed the ChaosVehicle plugin using the plugin tab on my 4.26, is that wrong? I don't fully understand your description
EDIT: I just figured out that there is a chaos version at the very bottom of the version selection.. thank you. I guess it will work
@@swrcPATCH yes it will
Can use a car whitout weels? and moving all the one meshe?...because a follow this video whit a only meshe car and dont move :-(
you should be able to use a car without wheels (visually) but it still needs bones for them which the Movement Component can refer to. Otherwise you need to implement your own raycast vehicle (hover vehicle). There is a tutorial on my channel for that.
@@marcoghislanzoni Thanks, with Blender i can add bones? or unreal do that too? ( i have several cars without individual wheels) (sorry for my engliish, greetings from Argentina)
@@melthorme watch the Blender 2.80 to UE4 rigging tutorial on my channel. It shows a very simple way to create a car in Blender and have Unreal create the bones for you.
hi, thanks for showing how the new system works!
do you know if it is possible to change values for e.g. friction of the wheels at runtime?
I just gave it a try but couldn't find any "SET" nodes for those values - would really love to simulate tyre degradation.
The Wheels array can be retrieved from the Vehicle Movement Component. The problem is that all its properties are marked as EditAnywhere but not BlueprintReadWrite, so they cannot be manipulated directly through Blueprints. It should be possible to derive your own class from UChaosVehicleWheel and create some setter/getter for what you would like to change or simply read. For example, to do skid sound/skid marks one would need to access the slip velocities.
Hi Marco,
Thx for this great Tut Very helpfull. Follow it step by step. All work fine but my car won't move. I have to wait for Chaos to be active again. I running preview 7 now. Is there a way to convert this to the old PHYSX system for the time beeeing? So i can drive my car?
Kind regards
Rinus
Hi Rinus, you are welcome! Follow my other vehicle tutorial from Blender 2.80 to UE4. That one is based on PhysX and it will work with the current P7. You will end up with an equally driveable vehicle.
I see that my physics are enabled but the car doesn't move, it's affected by physics but the wheels don't collide with anything even if i put in them a collision body.
Are you sure you are using 4.26-Chaos Preview? It will not work with the regular 4.26 even if the Vehicles plugin is enabled
@@marcoghislanzoni Possiamo parlarci in italiano? Risulterebbe più facile per me, allora... Io ho visto un altro ragazzo indiano che faceva le stesse cose che hai fatto tu nel video ma non ha usato penso questo plugin o comunque non ha mensionato questa tecnologia chaos, mi puoi spiegare in cosa consiste? Inoltre penso di aver seguito tutti i passaggi che ha fatto quel ragazzo che erano identici ai tuoi, e l' unica cosa che differiva nel suo video dalla mia prova è che a lui unreal già aveva implementato la fisica delle ruote sotto forma di capsule, io ho dovuto impostarla manualmente e il prototipo fisico in preview funzionava si e no, dopodichè ho applicato il movimento della telecamera con lo springarm etc etc e infine ho settato le ruote e il comportamento dell' automobile come faceva questo ragazzo e come facevi tu ma purtroppo quando andavo a simulare la demo il telaio subiva la fisica ma le ruote no e si compenetravano nel terreno, ho provato a modificare la grandezza delle ruote nel blueprint di quest'ultime ma l'automobile cominciava a volare in preda alle convulsioni, a questo punto non so proprio come fare, mi puoi dire se è obbligatorio usare questo "chaos"?
@@claudioceroni8028 si' e' assolutamente obbligatorio usare la version 4.26-Chaos Preview che puoi scaricare dall'Epic Launcher cliccando sulla + per aggiungere una version dell'engine e poi scegliendo 4.26-Chaos Preview. Non funziona con la 4.26 "regolare" perche' tale versione non include il codice Chaos Physics bensi' PhysX.
Hi Marco, is there any performance different between Chaos Physics and default physics? I mean more or less FPS?
It's very hard to tell at the moment because Chaos Physics is still in the make and not yet optimized. The expectation is that once fully released it will be at least equally or even more performant than PhysX.
@@marcoghislanzoni Thanks for your answers!
Thanks for the tutorial! So currently I am trying to add skid marks. I was thinking of spawning decals if the slip angles of the wheels are above a certain value. Is there a way to directly get the slip angles of the wheels? Like I can see the angles in debug screen but can't find a way to calculate it in the blueprint.
Check out my other tutorial on debugging a Chaos Vehicle. I am showing how to get the location of the contact patch. With that, get the Linear Velocity of the body at the contact patch location, project it along the wheel forward vector (Vx) and along the wheel right vector (Vy), then calculate atan(Vy/Vx) for Vx != 0. That is your slip angle. Otherwise you need to use C++ to add a get method to read the slip angle from the car directly.
@@marcoghislanzoni Thank you so much for the fast reply! Will try it and let ya know.
i have done everything right
but when i play my car was not moving and my wheels are also not turning
can u help me with that sir please
Make sure you are using a Chaos version of the engine, like 4.26-Chaos Preview 3 or UE5 EA. Chaos vehicles do not work on the regular versions of the engine since they use PhysX and not Chaos Physics.
I have 4.26 version and unreal engine 5 early access
@@NitheeshMiddela It will work on UE5 AE. For 4.26 you need to use the Chaos Preview 3 version from the Epic Launcher. Add an engine version with the + and scroll down at the bottom of the list, it is there. Do not use the standard 4.26 because that one doesn't have Chaos Physics enabled and your vehicle will just sit in the air.
Thank you so much sir it helped me alot
I will subscribe 🙌🏻
@@marcoghislanzoni i have installed 4.26 chaos version and my car was not moving forward . can u please help sir ?
If you export the car from blender, with the correct parts hierarchy, the bones will be automatically created in ue4?
Yes if you do it properly. Watch my tutorial from Blender 2.80 to UE4, it explains all the steps.
what ever i do, i just cant seem to find why my car doesn't want to move. Ive done everything and double checked too. Can someone help me?
Does it fall to the floor when you hit play or is it stuck in the air?
@@marcoghislanzoni just stuck on the ground, its not the wheel radius thing either, just doesnt want to move when i press w.
Im using 4.27.1 btw.
@@krims254 can you check that the frame rate in the project settings is set to Smooth or Fixed (60 FPS). Does it make it drive?
@@marcoghislanzoni just built it again. Nothing seems to work. I wonder if it's the 4.27.1 version
@@krims254 You have to use 4.27-Chaos not the regular 4.27.x (see the description to this tutorial). You can find 4.27-Chaos at the bottom of the list inside the Epic Launcher after you press + to add a new engine version.
how to get rid of the drifting? I want my car to grip on the ground and not slide away
Increase the lateral friction in the tire BP. That will increase the lateral "stickiness" of your tires and avoid that they are skidding.
@@marcoghislanzoni thank you so much sir
Could u share the project for learning project
Drive or spawn your car parallel to slope (30 degrees). Your vehicle will begin sliding downwards. Even with brakes and handbrake on. Even with extremely high friction settings on wheels and ground. Can someone confirm this strange behaviour? (4.27-chaos)
This has been fixed in the most recent codebase. Check out UE5 Preview1.
@@marcoghislanzoni Thank you for your reply. It would be cool if the devs would release newer versions of plugins for 4.27, too. Upgrading my hobby project to UE5 is a huge step. I tried to build a compatible 4.27 version plugin from UE5 source, but its not working (as expected). If someone can help me to find the related fix in the plugin so i can try to apply this fix in 4.27-chaos, too.
@@embeex it’s not only the plugin. There is a core portion of Chaos Vehicles which is part of the engine source code, so you would need to back port that part as well to make it work.
@@marcoghislanzoni Thank you for clarification!
So, my vehicle (in UE5 EA) is doing its own thing, going wild. Any idea?
Make sure the constraint between the body and the wheels have collisions disabled.
@@marcoghislanzoni Thanks for the quick answer. i checked Disable Collision on the constraints in the phys asset. However it still behaves the same.
@@marcoghislanzoni Oh, maybe important: the vehicle has 6 wheels.
@@_rpr1337 these were the obvious ones, if it still doesn’t work ping me on Discord - Unreal Skackers so I can see what is going on. You been find me as vr_marco#8894.
@@_rpr1337 I would need to check the source code but I believe there may be issues if all of them are powered by the engine. If only two of them are powered (driving wheels) it should be ok.
Great tutorial! I'm coming from unity and trying unreal for the first time. I'm curious on how would I hide the visibility of one wheel? In unity I can go to the child object of the imported fbx and simply uncheck the mesh renderer component. What would be the equivalent to this in unreal? I've been trying to wrap my head around this. Any help is greatly appreciated.
Thanks! Like in Unity, you can hide single components in Unreal by setting the Hide In Game flag. The problem is that the wheels are part of a skeletal mesh, which is one single component including the body and other parts of the car, so everything will be hidden if you do so. You have two options: 1. Use HideBoneByName to hide only the specific wheel bones. This may lead to weird results with the physics, so you need to try it out first. 2. Create a transparent dynamic material for the wheels and assign it at runtime when you want to hide them. This is guaranteed to work.
@@marcoghislanzoni thanks so much for your reply it really helps shed some perspective on my issue. I'm going to play around with your suggestions and see what I come up with. I really like what unreal has to offer, I'm just hoping the learning curve isn't too steep.
@@AllMyBeatz You are welcome! If you didn't do already you may want to check this out: docs.unrealengine.com/en-US/Basics/UnrealEngineForUnityDevs/index.html
Awesome, will have to give this a go sometime soon. Still not sure yet if I'm keeping my (crappy but simple) raycast vehicle setup for my current project or swapping to something more realistic. I can't say why but the current UE4 vehicle system just never felt right to me; going to try testing & prototyping with this new system. Thanks for the detailed tutorial!
You are welcome! Give the Chaos Vehicles a try and judge for yourself what would be the best way forward.
Check please if chaos working on ue4.27.2 or not or just share project file's with us
I do not recommend using Chaos Vehicles in 4.27.2-Chaos, they are quite buggy
not free camera like gta and pubg game so you cant drive in your project if get this car with camera fixed in left or midle
Can someone help me I did everything he said and it just won’t drive. I’m using 4.26 chaos and everything should be fine. Is there anything I need to do or have that he didn’t say in the video?
Watch my other video on debugging a Chaos Vehicle. Activate the debug HUD and try to understand what is going wrong. Also make sure your car is rigged properly, especially the heading direction (should be toward the positive X).
Wow Marco is my hero. Any chance you could share the project you made?
Unfortunately I don't have the rights to redistribute the vehicle which is in the tutorial, but you should be able to find a similar one online and quickly re-build the project for it.
How does it feel driving this compared to the PhysX vehicles? I have to do insane amounts of tweaking and tuning to get the PhysX vehicles to feel slightly fun to drive.
Chaos Vehicles feel more natural than PhysX for me. They work just fine out of the box and with few tweaks. There are still some bugs to be taken out and some internal parameters need to be made more accessible, but for the rest I like them. Also the debug HUD is very helpful and detailed (see my other video).
so nice tutorial really useful i will try it some day but what if we have high poly mesh car and low poly mesh car can we setup on low then make high visible ?
and what if i like to use same blue print to control more cars should i create each one from scratch ?
thanks again for what you done ❤
You are welcome! You can setup a car with your low poly mesh and later swap in a high poly one. It will work exactly in the same way provided the physics asset is the same or very similar at least. To make more cars out of the same Blueprint the proper way is to create a Child Blueprint from it for each car, then adjust the properties as needed.
Hi, thx for your tutorial, i am blocked the car stay in the air no gravity and no physic at all. i have try with model from blender with bones as you do in this tuto. Without bones as you do in the other tuto. And with one car the green SUV from the unreal free asset all inside unreal without blender at all. unfortunately nothing work. i need some help to understand what i am doing wrong.
so, as Marco say this sadly not work anymore since 4.26 preview 5
can you upload the blend file of the rigged car please? scale stuff is confusing i will use it as a reference
If you just need some vehicles to try out, these are fully compatible with Chaos: www.unrealengine.com/marketplace/en-US/product/bbcb90a03f844edbb20c8b89ee16ea32
Check also my tutorial about rigging a vehicle in Blender 2.80 and importing to UE4. That should fix all your issues.
Can export a car already rigged from the transportación addon ?
I don't know this add-on but any vehicle rigged like shown in my first tutorial will work properly.
my one is not moving but it response to collision but did not response to input
If i use PhysX then it works fine
You are obviously using non Chaos version of the engine. Please read the description to the video. You need to use a Chaos enabled engine version.
@@marcoghislanzoni
Thank you so much
My car is now working perfectly
Hi do you know how to make car not Slide on Road?
Usually you need to increase the lateral friction multiplier.
@@marcoghislanzoni ok thanks i will Try that