Playing With Unreal Engine Physics: Center of Mass / Gravity

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  • เผยแพร่เมื่อ 1 ธ.ค. 2024

ความคิดเห็น • 34

  • @zalgamedev
    @zalgamedev ปีที่แล้ว +28

    Alex, it would be nice if you can show the actual settings in UE and not the just the end/result of the setting as that would immensely help someone like me who is VERY NEW to UE and GameDev in general. I think most people know the logic and physics between HCOM, MCOM and LCOM and it works, but you need to show the actual settings section in UE. Its much appreciated! Thanks!

  • @МихаилФаверов
    @МихаилФаверов 6 หลายเดือนก่อน +7

    Thanks for the info. It was nice to see the difference in mass, but it would also be nice to see how you did it in Unreal Engine^_^

    • @7WeirdSeeds
      @7WeirdSeeds  6 หลายเดือนก่อน +1

      There's a good chance when the current project is finished I will do proper tutorial series (this is definitely not it :)

  • @Prototiphrom
    @Prototiphrom 2 ปีที่แล้ว +5

    The greatest study video of the entire time

  • @theofficialamt6626
    @theofficialamt6626 ปีที่แล้ว +4

    Definitely need more Unreal Engine Vehicle tuts and video like this! Your funny as well, you got a sub from me.

  • @holtrixstudios
    @holtrixstudios ปีที่แล้ว +3

    Really like the content and style! Worth the sub!

  • @Utopia2023Game2
    @Utopia2023Game2 ปีที่แล้ว +2

    i got that what is your solvation ... eu5 on editor do this : show -> advance(on all show flag) -> mass properties now you can see center of mass on your actors 🤠

  • @simoeveryhandleistaken
    @simoeveryhandleistaken 2 ปีที่แล้ว +3

    Loved seeing the Moose get wrecked :D

  • @MrLarsalexander
    @MrLarsalexander 8 หลายเดือนก่อน

    On that vehicle the center of mass should also me more in front because the engine weight. But also, center of mass should be dynamic if it,s possible to add more weight in real-time. For the high COM version, the COM should by default be at engine height, and around the middle of engine and transmission. But when you add more mass on the roof, it should then bring the COM back and up slightly. And if you store like 100kg in the back it should move back more.

  • @BCS_Official
    @BCS_Official ปีที่แล้ว +1

    awesome... i wish u showed us how u balanced that in the Blueprint or vehicle setup..... but interesting stuff man

  • @GoodMagnetic
    @GoodMagnetic 2 ปีที่แล้ว +2

    Man.
    I have no intention of learning from your videos but i greately enjoy them. I highly appreciate all the time and effort you put in the vids.
    Just make a level where it is raining moose. Fuck them.

  • @rogermichou8654
    @rogermichou8654 ปีที่แล้ว +1

    Hi , in my UE5 project i must spawn 1000 vehicules so when the camera is far away the car must adopt simplified (but not too unrealistic) physics. Do you think its possible to switch from expensive very realistic car physics to less expensive not to unrealistic car physics in UE5 ?

    • @7WeirdSeeds
      @7WeirdSeeds  ปีที่แล้ว +1

      I don't know how to do it but I think it's possible. Maybe the vehicle movement component can be 'turned off' somehow. Or maybe just make dummy vehicle meshes move along splines, and when they are close enough to the camera, swap them with a 'proper' vehicle blueprint. 1000 is a lot though, so making in run smoothly might be a challenge.

  • @DeerDesigner-o2e
    @DeerDesigner-o2e ปีที่แล้ว +1

    really cool video!

  • @MrSounder10
    @MrSounder10 2 ปีที่แล้ว +1

    Could you make a game of a mexican funeral driver in the US. You have heavy casket on top of the car and you have to hurry from hospital to the funeral. And if you hit someone on the way it means more customers!

  • @Zarrar2802
    @Zarrar2802 ปีที่แล้ว +1

    Thanks Alex! What is the command you use to get the debug info?

    • @7WeirdSeeds
      @7WeirdSeeds  ปีที่แล้ว +1

      Here are my full notes (there might be other stuff you find useful):
      - first write command _p.Chaos.DebugDraw.Enabled 1_
      - then enable other debug modes as needed:
      - _p.Vehicle.ShowCOM 1_
      - Center Of Mass → three lines will be visible → their origin is the COM
      - note: the lines are not visible when the vehicle is stationary
      - _p.Vehicle.ShowAllForces 1_
      - now you can see all the forces (usually four lines) that effect the car → drive and turn to see them properly
      - _p.Vehicle.ShowWheelForces 1_
      - you can see when the tires start to skid/slip
      - _p.Vehicle.ShowSuspensionForces 1_
      - the forces from the suspension
      - _p.Vehicle.ShowSuspensionRaycasts 1_
      - the 'scan area' of the suspension and whether it's triggered

    • @Zarrar2802
      @Zarrar2802 ปีที่แล้ว +1

      @@7WeirdSeeds Thank you so much! I had been trying to compile a list of debug commands for 2 days!

  • @hannajauri
    @hannajauri 2 ปีที่แล้ว

    A level where you have a heavy object straped on the car could be fun in the final game! You could be moving the heaviest sofa ever while dodging moose in the countryside?

  • @7WeirdSeeds
    @7WeirdSeeds  2 ปีที่แล้ว +3

    WISHLIST MY GAME ON STEAM: store.steampowered.com/app/2373560/Panic_Lane/?

    • @fadybenmoussa2114
      @fadybenmoussa2114 ปีที่แล้ว

      Hi @7 Weired Seeds can you please do a videao with left and right center of gravity?
      the turns and speeds vary
      i want to make it as a project in my studies but dont have beamng to simulate

    • @oskarip3322
      @oskarip3322 ปีที่แล้ว +2

      Didn't know you were Finnish😳

    • @7WeirdSeeds
      @7WeirdSeeds  ปีที่แล้ว

      @@oskarip3322 sori järkytyksestä D:

  • @littledemo3605
    @littledemo3605 ปีที่แล้ว

    tutorial for bp car physics please.

  • @Gaientv
    @Gaientv 2 ปีที่แล้ว

    this is very usefull thank youuuu !

  • @knightofbrokenglass9237
    @knightofbrokenglass9237 ปีที่แล้ว

    bro - how to do a kickflip with a car!!! you're so cool!

  • @chadgtr34
    @chadgtr34 2 ปีที่แล้ว +1

    can you test out downforce?

    • @7WeirdSeeds
      @7WeirdSeeds  2 ปีที่แล้ว +1

      That's a good idea! I'll definitely consider that.

  • @Utopia2023Game2
    @Utopia2023Game2 ปีที่แล้ว +1

    so is not possible to manage mass ? you didnt show the management ... ahh anyway thank you

    • @7WeirdSeeds
      @7WeirdSeeds  ปีที่แล้ว +1

      In vehicle blueprint → movement component → details, you can change amount of mass the vehicle has (COM is also there). Yeah, sorry, this wasn't a proper tutorial. Do check out Math B youtube channel for a bunch of vehicle related stuff if you haven't already.

    • @Utopia2023Game2
      @Utopia2023Game2 ปีที่แล้ว

      i got that .. thanks@@7WeirdSeeds

    • @mars-jr5uu
      @mars-jr5uu ปีที่แล้ว

      Hii

  • @jankregar4857
    @jankregar4857 หลายเดือนก่อน

    show-advanced-mass properties. you can see the gizmo of your centre of mass

  • @LupusMechanicus
    @LupusMechanicus 10 หลายเดือนก่อน +1

    Where exactly did you change the center of mass? Worthless video, with even worse jokes.