I've been using a different approach in UE5: I hide the Skeletal Mesh and I put on top a static mesh so I can Nanite everything (except the transparent elements like lights and windows. For the wheels you can either use a Null material for everything else (instead of hide the whole Skeletal Mesh) or have the Meshes wheels getting the animations of the real wheels via a BP. This also makes it easier if you want to change/add stuff to your car without having to pass from Blender and reconnect all the materials.
Please could you help me. I have been struggling with my vehicle for weeeeeks! I have an APC ported over from UE4 but no matter what I try, it won't work properly in UE5. The wheels bug out, and physics doesn't work. I don't know what to do anymore.
Guys you can disable the glitch effect on wheels by just turning the motion blur on an giving a value of zero to it. Do it for the camera you used in pawn(the vehicle)
0.2 in a Post Process Volume does the trick for me, so the motion blur is not totally off. I've also found a cool plugin in the UE Marketplace called Custom Motion Blur that adds blur to specific part, fixing this problem.
When I go to edit the physics it only shows me the vehicle without the wheels, when importing from blender and importing in unreal, I care about the vehicle and the wheels separately, please help // Cuando voy a editar las físicas solo me muestra el vehículo sin las ruedas, al momento de importar desde blender e importar en unreal, me importa el vehículo y las ruedas por separado, ayuda por favor
Please could you help me. I have been struggling with my vehicle for weeeeeks! I have an APC ported over from UE4 but no matter what I try, it won't work properly in UE5. The wheels bug out, and physics doesn't work. I don't know what to do anymore.
Very clear tutorial although when importing, I get the message "the following bones are missing from the bind pose" RL_end, RR_end, FL_end, FR_end. This can happen for bones that are not vert weighted. If they are not in the correct orientation after importing, please set the "Use TO as a ref Pose" option or add t hem to the bind pose and reimport the skeletal mesh." I believe I'm following the video exactly, but maybe I am doing something wrong. Has anyone else experienced this or know how to solve? Thanks
@@Seredias. I don't think so, under preferences I have "generic:unreal engine 4 vehicle rigger" and when I press N in the viewport it says "ue4 vehicle" I also notice when I go to export, under the 'x forward/z up' choices, underneath I have Apply Unit checked, as you did, but I do not have a "Use Space Transfo..." option.
Good afternoon. I would appreciate your help. I tried the whole algorithm several times, but still one outcome (on different models). The wheels turn, turn, but the car goes in a circle, as if there is no friction force. I can't find the error, maybe you know the answer?
@@Seredias. Thank you for the answer, yes, I checked the bones and their names when prescribing the wheels. 2 blueprints on the front and rear wheels with the distribution of tasks (traction and handbrake on the rear axle, turning the wheels on the front). I checked everything again according to the guide, taking into account the differences between UE4 and UE 5 in the form of a plugin.
Thank you for your time, I found a bug and it's not in UE 5, but in Blender. I allowed it in Blender. I set the parameter "Set Unit scale" before I set bones. And my bones did not appear on the left, but behind the wheels and this error was made. Thank you so much for your help!
Two things can be the Reason for this. First there went something wrong by the Import or Export from Blender, so just check the Collision and the Bone order. Second could be the Setup of the Wheels inside the Vehicle Movement. 8:32
This will also work in UE5 and the reason why I stay on UE4 is because the UE5 still has to many Bugs and is not compatible with most of the Content Packs.
@@Seredias.I've used the beamng wheels and tyres. Found them later. It took a while to find the right rims first, since they are all in one spot. Thanks anyway
I believe so yes. Input the bone names correctly. I should mention, this is a different mesh. I made it myself. It's a big bus. Do you think that's the issue? When my third person character walks into it it moves the bus really easily too.
Blender 3.4 doesn't have a plugin like "Unreal 4/5 vehicle rigger". That's why these tutorials are useless because time has moved on and things are in different places, renamed or removed altogether. Basically, I need a tutorial for a tutorial. What plugin do I need to install to continue with this video!?
First of all, I also use Blender 3.4 with this plugin. Second, as you can see this tutorial is over 1 year old when Blender 3.0 was the latest version. Last but not least, I appreciate constructive criticism, but needless to say it's "useless" and than expect help.
UE5 Update Tutorial: th-cam.com/video/Z_BgNXtHQww/w-d-xo.html
I've been using a different approach in UE5: I hide the Skeletal Mesh and I put on top a static mesh so I can Nanite everything (except the transparent elements like lights and windows. For the wheels you can either use a Null material for everything else (instead of hide the whole Skeletal Mesh) or have the Meshes wheels getting the animations of the real wheels via a BP. This also makes it easier if you want to change/add stuff to your car without having to pass from Blender and reconnect all the materials.
Please could you help me. I have been struggling with my vehicle for weeeeeks! I have an APC ported over from UE4 but no matter what I try, it won't work properly in UE5. The wheels bug out, and physics doesn't work. I don't know what to do anymore.
Guys you can disable the glitch effect on wheels by just turning the motion blur on an giving a value of zero to it. Do it for the camera you used in pawn(the vehicle)
0.2 in a Post Process Volume does the trick for me, so the motion blur is not totally off. I've also found a cool plugin in the UE Marketplace called Custom Motion Blur that adds blur to specific part, fixing this problem.
dostum tekerlekteki bulanıklığı nereden gidereceğiz
Wow it's easy other than tutorial good work bro
6:36 - When I go to Options / Show All Bones , I can't see my tires... I see only capsule. Anyone knows what's the problem?
Tengo el mismo problema
Thanks for your helps. Super useful
Yeah I'm thought about it and you give me that thanks
Thank you for making this video.. you saved me many hours of work. You have a new subscriber
When I go to edit the physics it only shows me the vehicle without the wheels, when importing from blender and importing in unreal, I care about the vehicle and the wheels separately, please help // Cuando voy a editar las físicas solo me muestra el vehículo sin las ruedas, al momento de importar desde blender e importar en unreal, me importa el vehículo y las ruedas por separado, ayuda por favor
In this Case I can recommand this one: th-cam.com/video/MICogANzHO4/w-d-xo.html
Can you make a video about drivable cars and vehicle physics?
What exactly do you mean?
@@Seredias. Car Movement Script and The Vehicle Movement Component etc.
Clean video thank you
Thanks, liked and subscribed!
Where did you got the map that you are using?
www.unrealengine.com/marketplace/en-US/product/desert-gas-station
Hello. Have some problem with this. What if wheel have many details?If i connect it in blender, i think material in ue don't load automatic
That could happen. If so, you can easily reassign the Materials, it should keep the Slots at least.
I did it the same way as you accept my asset doesn’t move forwards or backwards is there a reason for this?
Did you use the Vehicle Template in your Level? I would debug the Car to check if the Inputs are active.
@@Seredias. yeah I did it just didn’t move
Please could you help me. I have been struggling with my vehicle for weeeeeks! I have an APC ported over from UE4 but no matter what I try, it won't work properly in UE5. The wheels bug out, and physics doesn't work. I don't know what to do anymore.
Did you apply rotation and scale to every object in blender? That is very important.
Very clear tutorial although when importing, I get the message "the following bones are missing from the bind pose" RL_end, RR_end, FL_end, FR_end. This can happen for bones that are not vert weighted. If they are not in the correct orientation after importing, please set the "Use TO as a ref Pose" option or add t hem to the bind pose and reimport the skeletal mesh." I believe I'm following the video exactly, but maybe I am doing something wrong. Has anyone else experienced this or know how to solve? Thanks
Did you used the Blender Plugin for Wheeled Vehicles?
@@Seredias. I don't think so, under preferences I have "generic:unreal engine 4 vehicle rigger" and when I press N in the viewport it says "ue4 vehicle" I also notice when I go to export, under the 'x forward/z up' choices, underneath I have Apply Unit checked, as you did, but I do not have a "Use Space Transfo..." option.
@@projectchaser Than I would highly recommend the Plugin for Blender (link in the Description)
I mispoke, as you can see when I posted, I am using the "generic:unreal engine 4 vehicle rigger" the same as your download.
@@Seredias. Any suggestions?
Great tutorial!Add please to this car,steering wheel,Thanks👍
I did 11:06 or did you mean Animated?
@@Seredias. oh,thanks!And I can animate this,with your tutorial?
@@Leon-zc4ft Yep, exact same concept.
Good afternoon. I would appreciate your help. I tried the whole algorithm several times, but still one outcome (on different models). The wheels turn, turn, but the car goes in a circle, as if there is no friction force. I can't find the error, maybe you know the answer?
Sounds like the Wheel Setup has a Problem. Did you setup the Bone Names? They need to be match exactly with the Skeleton. 8:40
@@Seredias. Thank you for the answer, yes, I checked the bones and their names when prescribing the wheels. 2 blueprints on the front and rear wheels with the distribution of tasks (traction and handbrake on the rear axle, turning the wheels on the front). I checked everything again according to the guide, taking into account the differences between UE4 and UE 5 in the form of a plugin.
Thank you for your time, I found a bug and it's not in UE 5, but in Blender. I allowed it in Blender. I set the parameter "Set Unit scale" before I set bones. And my bones did not appear on the left, but behind the wheels and this error was made. Thank you so much for your help!
Any idea why my wheels fall off in the physics asset in UE4 but not UE5 when importing the fbx from blender?
Did you setup the Wheels under Vehicle Movement at 8:33?
@@Seredias. I did. I have the physics problem solved but now the car wont move when played in UE4
@@gypsyproductions9914 Did you do the Engine Versions separated or did you move from one into the other?
@@Seredias. separate in each version.
I couldnt migrate from 5 to 4
One of the wheels is not straight ..Causing the vehicle not to move..How can I fix that
Two things can be the Reason for this. First there went something wrong by the Import or Export from Blender, so just check the Collision and the Bone order. Second could be the Setup of the Wheels inside the Vehicle Movement. 8:32
If you choose to import materials instead of not importing its does it change something?
It will create a Material but, in my Case not the right one. So you can try that, sometimes it works.
Hi, i dont have "wheel handler"
In UE5 its called "Wheel Controller".
please make tutorial for ue5
This will also work in UE5 and the reason why I stay on UE4 is because the UE5 still has to many Bugs and is not compatible with most of the Content Packs.
please more unreal engine car related videos
what map are u using?
I put the Map in the Description.
Many Thamks you the best ever
Hey, thanks for the tutorial. Could you tell me where did you get the wheels?
The Wheels are Part of the Content Pack. Link in the Description.
@@Seredias.I've used the beamng wheels and tyres. Found them later. It took a while to find the right rims first, since they are all in one spot. Thanks anyway
Hello can you please make a video on how to integrate this with your other tutorials? So basically enter/exit/navigation ai etc.
You can just use this with the other Tutorials. There is nothing special to explain. It will just work.
@@Seredias. thank you sir, absolute legend
Another amazing tutorial. I unfortunately encountered the issue of the wheels falling off though.
Any ideas where I have gone wrong? Thanks man
Did they spinning or just separate from the Car?
@@Seredias. Indeed they are spinning but they kind of collapse to the sides!
@@Seredias. like they're spinning but spinning on all axis.
@@Emblanefilms Did you set the right bone names inside the Wheel Setup? 8:40
I believe so yes. Input the bone names correctly.
I should mention, this is a different mesh. I made it myself. It's a big bus. Do you think that's the issue?
When my third person character walks into it it moves the bus really easily too.
Where i can get this project?
www.unrealengine.com/marketplace/en-US/product/desert-gas-station
Does suspension work here?
Yes, it does.
excellent
Blender 3.4 doesn't have a plugin like "Unreal 4/5 vehicle rigger". That's why these tutorials are useless because time has moved on and things are in different places, renamed or removed altogether. Basically, I need a tutorial for a tutorial. What plugin do I need to install to continue with this video!?
First of all, I also use Blender 3.4 with this plugin. Second, as you can see this tutorial is over 1 year old when Blender 3.0 was the latest version. Last but not least, I appreciate constructive criticism, but needless to say it's "useless" and than expect help.
Thank you sir 😍
I have a problem (10:44) I can't find the Turn axis event in explorer, what should i do?
This is usually Part of the Third Person Character Template, but you can easily add this up inside the Project Settings -> Inputs.
@@Seredias. thank you!