as a side note, you don't have to rig the vehicle inside blender , just name your objects, wheels, body accordingly . then whe importing in unreal check the skeletal mesh checkbox, it will create the rig automatically .
SB you don’t have to use the UE4 Vehicle addon in blender either. In case you want to have customizable meshes, you can add a tiny plane (apply scale with CTRL+A) as the root and use empties for the wheel locations - all parented to the root (plane). When exporting, make sure to select empties as well. Import to UE as a skeletal mesh (do not create physics asset on import). After you import the skeletal mesh, right click and click relate physics asset. In the min bone size, make it 0.001. Import the parts of your car as static meshes (all placed at 0,0,0 in blender). Create collision for the cars body on import. In the skeletal mesh, right click on the physics body and copy collision from static mesh then select the body static mesh. This way you can have cars with nanite enabled meshes.
Your tutorial is great, but eh.. the EventGraph for the SportsCar_Pawn is empty? There are no nodes there as shown in your video. Haha, why? I'm using 5.3.0. Followed every step. 😅
Than something is wrong with your Project. Try to create a new Project with the Vehicle Template and check the Sports Car. Since this is the default Car of the Vehicle Template is has of course the Basic Functions. Otherwise it wouldnt be a Template.
I did figure out that my SportsCar_Pawn was referencing a master Automotive blueprint for the control nodes (sorta like material instances), I got everything working after a little while. Thanks once again! @@Seredias.
@@TraverseGamingYT If you only have the Root Bone without the Wheels, then something went wrong with the Rigging in Blender. Of course you use the Plugin, right?
for some reason my car is driving to the right when i press forward, both the wheels and car are aligned with the red line. the wheels are rotating in the correct direction and the wheels are turning when i steer bu if i drive forward it goes to the right but slightly forward and backwards does the opposite.
@@fakeamerican6177 By driving to the right, you mean that the wheels Rotate in the wrong direction, right? If you didn't change something in UE, you missed something in Blender. Maybe check the Export Settings again.
@Seredias. by drives to the right I don't mean the wheels are turning in the wrong direction, the wheels are turning in the correct direction but the car drives to the side
If I turn the auto on the x axis in blender and then press upscale object, my auto gets messed up halfway through but if I leave the auto on the y axis nothing happens, everything is normal except that ue5 is not on the y axis, how can I fix this?
When importing my vehicle model the wheels are already part of the skeletal mesh unlike yours leaving me with no clue when reaching the steps at around 5:15. it's clear that I have not merged them with the base body model. Have you any guidance? is there something I'm not getting correct when exporting from blender?
Hello, thank you for the tutorial. I have a problem with the tires that fly outward.the collision I have changed as in the video.what can be the cause?
everything works well, but the tires don't have collision unlike the car body and clip through the ground, therefore I can't move the car. Any ideas why?
In my opinion, yes. Just like in "Trucks and Trailers" (Link in the Description), it was created with Chaos. Also I recommend to use the Chaos Wheeled Vehicle Movement, exept you are an Game Developer expert. Otherwise you will always get Problems with customizations.
@@DirectionGaming Yes, if you have this Content Pack, take a look in the Truck Blueprint. Its just the Vehicle Movement Component, which is the Chaos Wheeled Vehicle Component in UE5.
@@Seredias. Is there any solution or suggestion for tire clipping issue. because chaos is using linetrace for tire. so it get's clipped into hardEdge. example: climbable box corner.
Hello, great tutorial, thank you 🙂 I managed to get the vehicle in game and driving around, the wheels are all straight , however, the front wheels do not turn when the car turns and the tires are not spinning, it's just kind of gliding ,any idea what I did wrong lol?
@@Seredias. Thanks for the reply Seredias 👊 I was using the animation blueprint for the sports car instead of the blueprint we made 🙄lol, it's working all great now, thanks again!
Can you show us how you did it with the constraints and how I get a realistic truck control in the ue5. Truck and Trailes in ue4 can be controlled wonderfully, but how in ue5 with chaos?
in ue4 you use suspension bones, but in ue5 you don't use them anymore? in ue4 you generally don't understand how the physics works. need more in ue5 about trucks
@@Dreamydown Then your Engine is broken or the FBX has so much Details that your PC can't handle it. I would recommend to just wait for about 10 Minutes.
Hello. First of all, the video you made was very educational. thanks. I'm just having a problem. the car drives nice and everything works. but when I press the brake, it loses pressure and just starts walking backwards. What could be the reason for this?
I'm getting a "accessed none trying to read property vehicle movement component" what can I do to fix this? EDIT: I got it to spawn but is now moving to the side instead of forward. How do I fix this?
@@charlesdhanielgarcia6961 Did you use Blender to export it? If so, you need to be sure that the Vehicle is aligned with the Red Line in Blender before you export it.
@@lemmy8051 Long story short, at some point the rotation is wrong. The Vehicle Template has a fixed direction that's why it move only sideways if the Rotation is wrong. I would recommand to reset the Import Settings inside the Unreal Engine to default.
is it mandatory to create all these different scripts for every different vehicle we want to add?? It seems awfully inneficient , isnt there a way to streaamline this using inheritance of some sort i tried it myself but didnt get very far as the animation instance requires a specific skeletal mesh which makes sense i just wish i could create a child class of all of these different blueprints (the vehicle component, the animation instance, the wheels, etc) and then it'd just be a drag n drop the new model , change the values on the vehicle movement component and the wheels and it would automatically work with a new car Im already using inheritance for the car pawn , but cant with everything else, so for every new car i want to add i have to redo the exact same steps even though they are virtually the same
Every Vehicle needs to have the same Skeleton (Mesh and Wheels), but of course you don't create the rest for every Vehicle. Like you already said correctly, you use a Parent Vehicle and create Child Actors for other Vehicles. I show exactly this concept in many of my Tutorials, like this one: th-cam.com/video/OWQQa2GZywU/w-d-xo.htmlsi=MTWSauSVonQtG4jl or this one: th-cam.com/video/BsLQ5QX7o4M/w-d-xo.htmlsi=Nhtvi-I_fiuJT6Tb
immer wenn ich versuche räder hinzuzufügen fliegt mein auto durch die gegend aber wenn ich die räder lösche also static mesh entferne funktioniert das auto ganz normal, weshalb is es so?
Hallo :) Vielen Dank erst mal für deine vielen hilfreichen Lehrvideos! Eine Frage; ich habe mein Pawn wie in dem Video beschrieben soweit fahrbereit, nur ein Problem; sobald ich stehe, gehen die Räder autom. in Nullstellung und ich kann nur lenken, wenn ich gleichzeitig Gas gebe. Außerdem kann ich beim Rückwärtsfahren nicht lenken :D (beim Standard-SportscarPawn funktioniert es aber. Habe alle 10x gecheckt, kein Erfolg. Hast du eine Idee, was das sein kann?
Hört sich an als wäre der Input falsch verbunden. In UE5.3 musst du statt des SportCars die Klasse VehicleAdvPawn kopieren. Die Inputs IA_Throttle und IA_Steering müssen auf jeden Fall vorhanden und natürlich passend verbunden sein.
@@Seredias. Oh man, geht eine Sache, geht eine andere nicht mehr :D Jetzt hab ich ein Upscaling der Räder, sobald ich die an die Sockets anbinde. Das Scaling passt aber, auch in Blender. Hast du hier ne Idee, was das sein kann?
@@DeBaRe Es gibt eigentlich keinen Zusammenhang zwischen der Socket Bindung und dem Scale. Hast du in Blender auf Upscale gedrückt? Ist mittlerweile keine gute Idee, da sich das nicht mit UE5 verträgt.
@@Seredias. Hab's nochmal mit Empties als Räder versucht (parented to root/chassis); hat schon mal funktioniert. Beim import Apply Unit Scale checken, dann gings. Ich starte nochmal ein Blank Project und fang nochmal von Vorne an :D
@@Seredias. yes, its showing up in UE now (still need to do further steps). had to do 'set up unit scale' and resizing first. also, I am new to 3d stuff, after correctly merging all of chassis meshes into 1 mesh, it worked...
as a side note,
you don't have to rig the vehicle inside blender , just name your objects, wheels, body accordingly .
then whe importing in unreal check the skeletal mesh checkbox, it will create the rig automatically .
what would you name the body? Root? This plugin doesn't seem to work in blender 4.0 the button to rig is greyed out.
Do you need to parent the objects together before exporting when you do this?
@@naytbreeze rig button greyed out cuz you need to hit the Set Unit Scale Button
SB you don’t have to use the UE4 Vehicle addon in blender either. In case you want to have customizable meshes, you can add a tiny plane (apply scale with CTRL+A) as the root and use empties for the wheel locations - all parented to the root (plane). When exporting, make sure to select empties as well. Import to UE as a skeletal mesh (do not create physics asset on import). After you import the skeletal mesh, right click and click relate physics asset. In the min bone size, make it 0.001. Import the parts of your car as static meshes (all placed at 0,0,0 in blender). Create collision for the cars body on import. In the skeletal mesh, right click on the physics body and copy collision from static mesh then select the body static mesh. This way you can have cars with nanite enabled meshes.
Thats a great tip. The Vehicle addon is more for those who never worked with Blender before.
Tutorial ?
I'll try it out, thanks!
Your tutorial is great, but eh.. the EventGraph for the SportsCar_Pawn is empty? There are no nodes there as shown in your video. Haha, why? I'm using 5.3.0. Followed every step. 😅
Than something is wrong with your Project. Try to create a new Project with the Vehicle Template and check the Sports Car. Since this is the default Car of the Vehicle Template is has of course the Basic Functions. Otherwise it wouldnt be a Template.
I did figure out that my SportsCar_Pawn was referencing a master Automotive blueprint for the control nodes (sorta like material instances), I got everything working after a little while. Thanks once again! @@Seredias.
When I import the model, no skeleton mesh (I have it enabled) appears and in the physics asset it only shows "root"
@@TraverseGamingYT Then you missed something in Blender.
@@Seredias. I got the skeletal mesh working but the "root" is still showing, and I haven't missed something in blender
@@TraverseGamingYT If you only have the Root Bone without the Wheels, then something went wrong with the Rigging in Blender. Of course you use the Plugin, right?
for some reason my car is driving to the right when i press forward, both the wheels and car are aligned with the red line. the wheels are rotating in the correct direction and the wheels are turning when i steer bu if i drive forward it goes to the right but slightly forward and backwards does the opposite.
@@fakeamerican6177 Did you changed something on the Import Settings in UE or rotate the Mesh inside the Blueprint?
@Seredias. I tried to rotate the mesh in blueprint but it didn't give me an option and I haven't changed anything in the import settings
@@Seredias. nope, i didn't change the rotation in the blueprint and i only changed what you said in the import settings
@@fakeamerican6177 By driving to the right, you mean that the wheels Rotate in the wrong direction, right? If you didn't change something in UE, you missed something in Blender. Maybe check the Export Settings again.
@Seredias. by drives to the right I don't mean the wheels are turning in the wrong direction, the wheels are turning in the correct direction but the car drives to the side
Hello, I see you din't put the movable parts on your models, you want to animate them, but can you show us this?
Would be awesome
If I turn the auto on the x axis in blender and then press upscale object, my auto gets messed up halfway through but if I leave the auto on the y axis nothing happens, everything is normal except that ue5 is not on the y axis, how can I fix this?
@@Dreamydown Turn it on the x axis and don't upscale it in Blender. You can easily fix scale Problems later but not rotation Problemes.
When importing my vehicle model the wheels are already part of the skeletal mesh unlike yours leaving me with no clue when reaching the steps at around 5:15. it's clear that I have not merged them with the base body model. Have you any guidance? is there something I'm not getting correct when exporting from blender?
Did you delete the Wheels inside Blender? 1:15
The wheels of my car are jigglering, I made sure the oriing of the pivot point is Geometry in Blender and still doesn't work
Since I know this Problem, make sure you set the Sockets 5:28. Also important to set the Bone Names correctly inside the Movement Component. 6:12
Hello, thank you for the tutorial.
I have a problem with the tires that fly outward.the collision I have changed as in the video.what can be the cause?
That happens if the Wheels are not connected to the sockets 5:28 or the Bone Names inside the Vehicle Movement are not matching 6:10
If you're having a problem where on play, you just get a camera and no car, Try moving the "Player Start" in the level up a little on Z.
everything works well, but the tires don't have collision unlike the car body and clip through the ground, therefore I can't move the car. Any ideas why?
Then you missed something on the Physics Asset 1:55 or need to increase the Wheel Radius 3:00
i'm facing issue to replicate exact vehicle physics just like "VMR Truck & Trailer" are you able to achieve those using Chaos?
In my opinion, yes. Just like in "Trucks and Trailers" (Link in the Description), it was created with Chaos. Also I recommend to use the Chaos Wheeled Vehicle Movement, exept you are an Game Developer expert. Otherwise you will always get Problems with customizations.
@@Seredias. What? is "VMR Trucks & Trailers" created with Chaos?
@@DirectionGaming Yes, if you have this Content Pack, take a look in the Truck Blueprint. Its just the Vehicle Movement Component, which is the Chaos Wheeled Vehicle Component in UE5.
@@Seredias. Is there any solution or suggestion for tire clipping issue. because chaos is using linetrace for tire. so it get's clipped into hardEdge. example: climbable box corner.
@@DirectionGaming That shouldn't happen if the Physics Asset and the Tire Setup is matching.
2:24 Your bone have an extra bone called **-end. Mine don't will that be a problem if so how do I fix that?
Did you use the Blender Plugin?
@@Seredias. Yes I did
@@PaceCaribbeanRacingApp Mh, that's strange cause this "end" part came from this Plugin. But it should work anyway.
How do we get multiple parts on the actual vehicle tho, because im trying to replicate the car damage from “city sample cars”
@@ac_jayyy Just add them to the Blueprint Actor, but the City Sample Vehicles are much more complicated and unfortunately completely custom.
How can I do this in Maya instead of Blender?
@@carolinecaqui Im not sure if there a Plugin for Maya as well, probably can do it manually if you really experienced with Maya.
How can we improve the parameters of the realistic vehicle?
Could you explain that with more Details?
Should I just give up UE?😵💫
I had those moments as well, but if this is your passion, you should never give up.
@@Seredias. I'll keep that in mind.. thank you
Hello, great tutorial, thank you 🙂 I managed to get the vehicle in game and driving around, the wheels are all straight , however, the front wheels do not turn when the car turns and the tires are not spinning, it's just kind of gliding ,any idea what I did wrong lol?
Sounds like the Wheels are not attached to the Socket or you missed something in the Animation Blueprint.
@@Seredias. Thanks for the reply Seredias 👊 I was using the animation blueprint for the sports car instead of the blueprint we made 🙄lol, it's working all great now, thanks again!
The wheels on my vehicle are messed up because the physics axis aren't locked. I rigged the car model with wheels.
@@Mihacappy Then you missed something on the Wheel Setup inside the Vehicle Movement Component.
Can you show us how you did it with the constraints and how I get a realistic truck control in the ue5. Truck and Trailes in ue4 can be controlled wonderfully, but how in ue5 with chaos?
in ue4 you use suspension bones, but in ue5 you don't use them anymore? in ue4 you generally don't understand how the physics works. need more in ue5 about trucks
Same way since the Chaos Vehicle Component is just a new Name for the Vehicle Component of UE4.
@@Seredias. all right, thanks. but how exactly do you do it with your constrains so that the vehicle wobbles?
@@DerSmily It depends how close you place the wheel bone to the wheel arch. The rest will work automatically.
Half wheel under the landscape , car is not moving but wheel show all movement but stuck can u please help
Sounds like the Wheel Setup is not matching, try to increase the Wheel Radius.
@@Seredias. Thanks
When i import the fbx in ue5 the Engin will frezz can you help me
@@Dreamydown Then your Engine is broken or the FBX has so much Details that your PC can't handle it. I would recommend to just wait for about 10 Minutes.
@@Seredias. Ok thank you
@@Seredias. How can i fix the Engin should i do a verify in epic games Launcher
@@Dreamydown Try to Import something simple to see if its the Engine.
@@Seredias. Ok thank you
Hello. First of all, the video you made was very educational. thanks. I'm just having a problem. the car drives nice and everything works. but when I press the brake, it loses pressure and just starts walking backwards. What could be the reason for this?
You mean it slows down and then drive backwards. That's a setting inside the Vehicle Movement Component called "Brake as Reverse".
@@Seredias. yeah man i got it done. Thank you for the quick response ☺️👍
I'm getting a "accessed none trying to read property vehicle movement component" what can I do to fix this?
EDIT: I got it to spawn but is now moving to the side instead of forward. How do I fix this?
Which function do you use to Spawn it?
@@Seredias. Turns out I just had to move the starting point a bit up cause it's spawning in the ground. But now it's running sideways
@@charlesdhanielgarcia6961 Did you use Blender to export it? If so, you need to be sure that the Vehicle is aligned with the Red Line in Blender before you export it.
My car is moving sideways, rather than forwards, any ideas why?
Sounds like the Car has the wrong direction. Did you align your Car with the Red Line in Blender? 0:28
@@Seredias. yeah i did that, and it still does it!
@@lemmy8051 Long story short, at some point the rotation is wrong. The Vehicle Template has a fixed direction that's why it move only sideways if the Rotation is wrong. I would recommand to reset the Import Settings inside the Unreal Engine to default.
is it mandatory to create all these different scripts for every different vehicle we want to add?? It seems awfully inneficient , isnt there a way to streaamline this using inheritance of some sort
i tried it myself but didnt get very far as the animation instance requires a specific skeletal mesh which makes sense i just wish i could create a child class of all of these different blueprints (the vehicle component, the animation instance, the wheels, etc) and then it'd just be a drag n drop the new model , change the values on the vehicle movement component and the wheels and it would automatically work with a new car
Im already using inheritance for the car pawn , but cant with everything else, so for every new car i want to add i have to redo the exact same steps even though they are virtually the same
Every Vehicle needs to have the same Skeleton (Mesh and Wheels), but of course you don't create the rest for every Vehicle. Like you already said correctly, you use a Parent Vehicle and create Child Actors for other Vehicles. I show exactly this concept in many of my Tutorials, like this one: th-cam.com/video/OWQQa2GZywU/w-d-xo.htmlsi=MTWSauSVonQtG4jl or this one: th-cam.com/video/BsLQ5QX7o4M/w-d-xo.htmlsi=Nhtvi-I_fiuJT6Tb
I cant find the vehicle instance animation, do I have to download something ?
Did you use the Vehicle Template of the Unreal Engine?
don't work for me that say me to 'set up unit scale' avec that a c'ant delete wheels and the front of my car is on the green line not the red
Are the wheels separate models? If your Car is aligned with the green line, you need to rotate it.
not separate@@Seredias.
@@gregfox6811 The Wheels needs to be separate. Otherwise it will not work.
Can you make a tutorial on how to use the "lateral slip graph" to make a drift car, please ❤
I will try to figure that out.
@@Seredias. you're the best!!
I spent a lot of time and couldn't get a good result, but I discovered that this is the way.
immer wenn ich versuche räder hinzuzufügen fliegt mein auto durch die gegend aber wenn ich die räder lösche also static mesh entferne funktioniert das auto ganz normal, weshalb is es so?
Hast du die Collision bei 6:30 umgestellt?
I followed the steps, but when I started the car, the wheels were spinning strangely. why?
That happens when you not set the Socket for the Wheels 5:30 or if the Bone Names from the Vehicle Component not matching 6:10
I did that, but the wheels are still spinning in a strange way@@Seredias.
@@Forik_2 Did you used the Blender Plugin to convert the Car and are you sure the Bone Names are matching 100% with the Skeleton?
yes @@Seredias.
I've watched other videos, but I haven't found a solution to the problem.@@Seredias.
why my car over slide when car turn left or right
Did you copy the Sports Car? This is very important, cause of the hydraulics setup. Also try to increase the Wheel width.
thank you sir@@Seredias.
how do you animate the doors
Like this: th-cam.com/video/-V1WoTHvSyk/w-d-xo.htmlsi=JsDRENjhoNURqx-L
as beginner we have to learn more about this project one small mistake can mess up the game.
Brilliant tutorial, thank you very much.
there is no option "i dont need preset wheels" anymore
Obviously the Option is now called "N-Wheeled Vehicle"
Hallo :) Vielen Dank erst mal für deine vielen hilfreichen Lehrvideos!
Eine Frage; ich habe mein Pawn wie in dem Video beschrieben soweit fahrbereit, nur ein Problem; sobald ich stehe, gehen die Räder autom. in Nullstellung und ich kann nur lenken, wenn ich gleichzeitig Gas gebe. Außerdem kann ich beim Rückwärtsfahren nicht lenken :D (beim Standard-SportscarPawn funktioniert es aber.
Habe alle 10x gecheckt, kein Erfolg. Hast du eine Idee, was das sein kann?
Hört sich an als wäre der Input falsch verbunden. In UE5.3 musst du statt des SportCars die Klasse VehicleAdvPawn kopieren. Die Inputs IA_Throttle und IA_Steering müssen auf jeden Fall vorhanden und natürlich passend verbunden sein.
@@Seredias. Prima, danke für deine schnelle Antwort!
Ich teste mal :)
@@Seredias. Oh man, geht eine Sache, geht eine andere nicht mehr :D
Jetzt hab ich ein Upscaling der Räder, sobald ich die an die Sockets anbinde. Das Scaling passt aber, auch in Blender.
Hast du hier ne Idee, was das sein kann?
@@DeBaRe Es gibt eigentlich keinen Zusammenhang zwischen der Socket Bindung und dem Scale. Hast du in Blender auf Upscale gedrückt? Ist mittlerweile keine gute Idee, da sich das nicht mit UE5 verträgt.
@@Seredias. Hab's nochmal mit Empties als Räder versucht (parented to root/chassis); hat schon mal funktioniert. Beim import Apply Unit Scale checken, dann gings.
Ich starte nochmal ein Blank Project und fang nochmal von Vorne an :D
I can't believe Unreal Engine doesn't have a simple drag and drop default vehicle
@@CoconutPete It has. You have the Vehicle Template and Content Packs. But if you want to use a Custom Vehicle, then you need to Import it.
its not working for me, the bones wont show and there is some bind pose warning
Edit: its working now 😃
Did you use the Blender Plugin? Where are the bones not showing, Blender or UE?
@@Seredias. yes, V 0.6.2, bones not showing up in UE, in blender everything works fine
@@dharaypm Did you click on "Show all Bones"? 2:00
@@Seredias. yes, its showing up in UE now (still need to do further steps). had to do 'set up unit scale' and resizing first. also, I am new to 3d stuff, after correctly merging all of chassis meshes into 1 mesh, it worked...
BRAAAAVOOO
Awesome!
drift plz
Thanks
TQ4this!
A tutorial for car customization like gta v
Possible with this concept. You just need to change the Static Meshes and Materials.
I have one Quastion my wheels they don't Drive Forward they drive to the right i don't know how can i fix that
@@Dreamydown Then the Car or the Wheels has the wrong direction. Make sure the Car and Wheels are aligned with the red line in Blender.
@@Seredias. Ok thanks