Fully Drivable Kinematic Car from Scratch - Unreal Engine 5 Blueprints Tutorial

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

ความคิดเห็น • 154

  • @CrouchingOVME
    @CrouchingOVME 2 ปีที่แล้ว +13

    THIS WORKS WITH BOATS!
    Hey! Just so you and anyone else who stumbles upon this comment. This actually works with getting boats to move too (Hence the CAPS because for some reason it's exceptionally difficult to find a decent boat tutorial)!
    Thank you so much, you have no idea how much headache it has given me trying to get a simple boat to work haha! I started unreal like a week ago and this was almost my 13th reason haha!

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว +2

      Indeed! I was planning a boat tutorial as well, but you were faster. ;-)

    • @CrouchingOVME
      @CrouchingOVME 2 ปีที่แล้ว +1

      @@marcoghislanzoni unless people have the same idea I did to use a car blueprint for a boat, then it's quite difficult to actually find a decent tutorial
      So I'd say go for it! make a boat tutorial!

    • @shoham9244
      @shoham9244 2 ปีที่แล้ว

      Is that working without any modifications?
      I need to get this working with a boat as well but I started unreal less than a week ago and I don't wanna mess things up too much.

  • @raccoon_05
    @raccoon_05 ปีที่แล้ว +5

    Thanks so much for this. Decided to do this in C++ and almost done now. Looking forward to more videos like this (would love to see you make a physics based car as well like this one) 👍👍

  • @djtc2093
    @djtc2093 2 ปีที่แล้ว

    Absolute Legend this guy Marco, took the time out of his day to sit and help me with various issues. He deserves more follows.

  • @Tiger66261
    @Tiger66261 3 ปีที่แล้ว +3

    Wow dude. I honestly wasn't expecting another video from you (I guess you're pretty busy!) but this is an incredible and complete tutorial. If you had a tip jar or something I'd tip you for this. Thank you.

  • @MrMotek2024
    @MrMotek2024 9 หลายเดือนก่อน

    This is fantanstic! I would love an updated version that covers physics like gravity and bouncing when hitting obstacles etc.

    • @marcoghislanzoni
      @marcoghislanzoni  9 หลายเดือนก่อน +1

      Gravity is not too difficult to add, bouncing against obstacles definitely more convoluted as we are no using the collision resolution from the physics engine, hence we would need to implement our own.

  • @shoham9244
    @shoham9244 2 ปีที่แล้ว

    We love you Marcoo

  • @BennettJacobsen
    @BennettJacobsen 4 หลายเดือนก่อน

    Got a question: When I select "Show all bones" at 6:45, the car I've imported doesn't have Wheel bones for some reason. It has a bunch of other bones (steering wheel, mirrors, doors, etc.) but not wheels. Is there a way to create a new bone from scratch and just position it where the wheels are on the car? Or do bones HAVE to be pre-existing in order to attach a shape?
    Alternately, I have a separate car model I've imported that I can use instead, but this one has all of its Physics Assets attached in separate files in the Content Browser. Meaning, this one DOES have wheel bones, but in a separate Physics Asset than the body bones. So it feels like there should be a way to merge two Physics Assets from the Content Browser, but I can't seem find a way...
    (Sorry, I'm very new to UE5 and game engines in general)

    • @marcoghislanzoni
      @marcoghislanzoni  4 หลายเดือนก่อน

      If you have the various parts of your car (like the wheels) parented to the body and you import the FBX asset to Unreal forcing it to be a skeletal mesh, Unreal will automatically create the corresponding bones for you. The parts have to have their own pivot point, that's where the bone will be created. I have another tut on this channel showing how to do it for vehicles in Blender.

  • @Phoenix_VR
    @Phoenix_VR 3 ปีที่แล้ว

    Liked the video before watching it :)

  • @joshuawarde2154
    @joshuawarde2154 5 หลายเดือนก่อน

    this is awesome, but i was wondering how you would do drifting/power sliding with this setup. since it's not physics-based, how would you get that consistent turning while being able to adjust it until the "drift" button was released?

    • @marcoghislanzoni
      @marcoghislanzoni  4 หลายเดือนก่อน

      You will need to implement your drifting/power sliding into the car's rotation. Say that you have a drifting/power sliding button, as long as you press it, you look at the steering angle and use that information to apply some extra rotation to the car (either in the same direction or in the opposite direction respect to the steering). I always wanted to do an add on tutorial covering drifting, maybe it is time for it.

  • @bestpianolpieces
    @bestpianolpieces 2 ปีที่แล้ว +2

    How would you implement Gravity for this? IT Always tells me im attempting to move fully simulated Skeletal Mesh, try to use Teleport Flag, which i sind nur the Error still occours

    • @loldude8238
      @loldude8238 9 หลายเดือนก่อน

      Yeah I want to know as well

  • @giuliocesarep3729
    @giuliocesarep3729 3 ปีที่แล้ว +1

    Top! Epic tutorial!!!

  • @musikalniyfanboichik
    @musikalniyfanboichik 2 ปีที่แล้ว +1

    You are incredible, thank you so much!

  • @nathangaming369
    @nathangaming369 ปีที่แล้ว +1

    Hi love this tutiorial I mage a tractor and a combine harvester and they came out sou good. there is just one problem, the collision. you see you used the skelatel mesh wheras i used a static mesh. I keep trying everything to turn on collision. Is there any way to fix this. PLEASE🙏🙏🙏🙏🙏🙏

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Hi Nathan, glad this tutorial has been useful to you. Skeletal mesh or static mesh doesn't make any difference, but you have to check that whatever you want to collide with is blocking your pawn and the pawn is blocking them. In other words, both the pawn and the world prop have to block each other for the collisions to work properly.

  • @txnmyn6538
    @txnmyn6538 ปีที่แล้ว

    Hi, thanks for amazing tutorial! I have problem at 41:50 in the tutorial, when I change the speed in the Event graph, the connect car- body also turns in Y-axis.. I want onlz the wheels turn in Y-Axis, coudl you help about it?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Not sure I understand. Are you using the provided asset (car skeletal mesh) or an own one?

  • @deathswirl
    @deathswirl 2 หลายเดือนก่อน

    Hey I loved the video thanks so much. I have a couple follow up questions but i'll be sure to check out your other videos to see if you covered them.
    1. What if I wanted mouse control with the InCar cam, i tried to apply the same method that was used with the chase cam but I don't think it was possible with both cameras with this method
    2. Is there a way to add a skeletoned rig to the car, for instance if I wanted to add the player in the cockpit
    3. If so is there a way to constrain his hand position with the wheels turning?

    • @marcoghislanzoni
      @marcoghislanzoni  2 หลายเดือนก่อน

      @@deathswirl 1. You can use the same technique on both cameras. 2. You can parent a skeletal mesh to the car mesh and have it sit in the car. 3. To have the hands follow the steering wheel you need to use inverse kinematic on the driver skeletal mesh. You can use control rig or the FABRIK animation node.

  • @jeffmorris1956
    @jeffmorris1956 2 ปีที่แล้ว +1

    Car is missing materials/textures. When I create a new game project in UE5 that was released a few days ago, I get landscape instead of default ground/floor.

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      UE5 comes by default with a terrain level. You can always add a new level with the usual empty floor and delete (not save) the default one. Don’t know why the car comes with no textures, it should work.

    • @SpeedfreakUK
      @SpeedfreakUK ปีที่แล้ว

      @@marcoghislanzoni same problem importing into a new project in Unreal 5.2.1

  • @soosyq1432
    @soosyq1432 ปีที่แล้ว +1

    Hi Marco, after looking at some of your tutorials and reading some of the comments and your replies you appear to be quite knowledgeable, willing to experiment, and courteous, a great combination. I was wondering if their is a private way of contacting you, since I have a small project you may be able to help me with.

    • @marcoghislanzoni
      @marcoghislanzoni  9 หลายเดือนก่อน +1

      Sorry seem to have missed your comment. You can find me on Discord as @vr_marco

  • @zalansari6454
    @zalansari6454 2 ปีที่แล้ว +1

    Hi again Marco!! Since u r one of the few people who actually respond (much appreciate it) I will ask another question: Does ur tut only apply to Skeletal Meshes or can it work with Static Meshes too? What is the reason for using one over the other and how does a person decide which to use? Thanks!!

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว +1

      Skeletal Meshes are handy if you need to animate them, plus with the Control Rig you can do some fancy stuff. See for example the off-road vehicle in the vehicle template and how its suspensions were animated with the Control Rig. With static meshes you are on your own to move/animate each one independently.

    • @zalansari6454
      @zalansari6454 2 ปีที่แล้ว

      @@marcoghislanzoni Thanks much Marco, appreciate the explanation!

  • @loldude8238
    @loldude8238 9 หลายเดือนก่อน

    Hey there! For some reason my car is not able to steer, and can only go forward and back, I checked multiple times and I think I followed exactly what you did. I am also using my own skeletal mesh though, so Idk.

    • @marcoghislanzoni
      @marcoghislanzoni  9 หลายเดือนก่อน

      This was solved by checking the code and recognizing there was a copy/paste typo. I understand it is working now.

  • @stealthgamesaremyjam145
    @stealthgamesaremyjam145 9 วันที่ผ่านมา

    Do you know of a way to drive up hill and down hill? I've tried myself by using a linetrace that shoots down from the vehicle to set the slope angle degrees on the Y rotation and set the relative rotation of the vehicle, but it's not perfect. driving up hill is very very slow compared to driving on a flat surface and down hill.
    Edit: I did also transfer all the code to a character BP because when I got to the end of the video my vehicle wouldn't move. After creating the character BP, It works animation are playing and the car moves as expected. The only thing that's hindering me is the driving up and down slopes.
    Edit: I'm watching your Kinematic Tank with Ground Sensing from Scratch (Part 1) Now. Sorry I jump the gun a lot

    • @stealthgamesaremyjam145
      @stealthgamesaremyjam145 7 วันที่ผ่านมา

      I was rotating the mesh and not the collision capsule, I am now rotating the collision capsule and I works much better.

  • @santhoshgta
    @santhoshgta 2 ปีที่แล้ว

    How to make camera movement with touch for Android games. Please help me for my dream project .

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      I don't do a lot of development for Android mobiles (expect Android VR) so not 100% sure. In principle you can use the touch inputs to rotate the spring arm, which will result in the rotation of the camera.

  • @endtasid
    @endtasid ปีที่แล้ว

    thank you, subscribed and liked.

  • @oddbutawesome01
    @oddbutawesome01 ปีที่แล้ว

    Hi Marco, Thanks for the great tutorial. Just wondering how you would work a boat running aground or scraping over shallows? Or say if the car drove over mud. I see in the comments you are thinking of doing a boat tute as well. The above and bouyancy / rocking with the waves would be awesome. Thanks again. Liked and subbed.

  • @hoandpgp
    @hoandpgp 5 หลายเดือนก่อน

    Hi @marcoghislazoni could you please tell me how this Kinematic car approach is compared with using the Chaos Vehicle?

    • @marcoghislanzoni
      @marcoghislanzoni  4 หลายเดือนก่อน

      With a kinematic approach you have full control on how the vehicle behaves independently from the physics engine. For example, you could easily add some drifting capabilities which with physics are extremely tricky to reproduce. On the other hand, when going the kinematic way you don't have full support for collisions or other interactions with physics simulating actors. Which one to choose (kinematic vs. physics, including Chaos Vehicles) depends on your application.

  • @999frogman
    @999frogman ปีที่แล้ว

    Loved the video :) but am having big troubles with getting the animation to work. I followed the video to a T but am getting an "Attempted to assign to None" error when it comes to introducing the animInstance to the BP_KinematicCar eventgraph. Some input would be massive! thankyou

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +2

      Thanks, glad you enjoyed it. Double check that you are casting to the right AnimBP. Add a Print String after the cast to make sure it is working and not failing. Also double check that you actually assigned the AnimBP to the Skeletal Mesh in the vehicle BP.

  • @KZaan-kp3lx
    @KZaan-kp3lx 5 หลายเดือนก่อน

    Hey man, im getting everything to work except the steering wheel. I set everything up as in the video, but my steering wheel bone is face towards the front right tire (i dont know if thats important to know). I also put the model in blender and selected the wheel and pressed local, but none of the axis are changing (not like yours did that faced downwards more). However, even with that not working my wheel isnt making any movements at all. I set the bone in the eventgraph and followed everything 1:1. You have any idea what to do?

    • @KZaan-kp3lx
      @KZaan-kp3lx 5 หลายเดือนก่อน

      I went back to blender and got the axis like in the vid too but the steering wheel still wont rotate :(

    • @marcoghislanzoni
      @marcoghislanzoni  5 หลายเดือนก่อน

      I suspect your car is not rigged properly but hard to tell without seeing it.

  • @yuriichumak5153
    @yuriichumak5153 2 ปีที่แล้ว

    I would like to see a continuation of this concept, I liked the video with the motorcycle, the implementation of engine sounds, what about the RPM, gearbox and the rest of this car?

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว +1

      The point of working with a kinematic vehicle is to have something easy to implement and control. By adding an engine simulation, a gearbox etc. things will get more complicated and it will become gradually difficult to link those properties (e.g. engine inertia, RPM, gear ratio, etc.) to the handling of the vehicle.
      I think you are hinting more to a physics simulating vehicle where each part interacts with the other ones and the results are more realistic than arcady.
      Eventually I will find an easy way to implement also such a vehicle and to make tutorials about it.

    • @yuriichumak5153
      @yuriichumak5153 2 ปีที่แล้ว

      @@marcoghislanzoni Thank you very much, we are waiting for new lessons on vehicles on UE5 ))

  • @zalansari6454
    @zalansari6454 2 ปีที่แล้ว

    @marco Hi Marco nice tut, everything does work as laid out in your video but i think there's a problem... Whenever i try to add a landscape, with a slight hill... or even add a few ramps... the vehicle stops dead... i think it has something to do with collisions, but why wouldn't the vehicle simply go up the ramp or slight raised bumps? FYI... i used a buggy vehicle so it has the lift to be able to climb/go over. Thanks much for any insight/help. Keep up the great work!

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      Yes, that happens because of collisions. In the current code there is no detection of the ground the car is running onto, so it cannot sense if there is a slope or ramp, adjusting the rotation to stay parallel to it. I plan to cover this in a future tutorial, but it is a matter of doing few line traces toward the ground and setting pitch and roll according to the returned hit normal.

    • @zalansari6454
      @zalansari6454 2 ปีที่แล้ว

      @@marcoghislanzoni Thanks much Marco! Appreciate it! Really looking forward to your tut that covers that. I have searched for a month now.. and it seems arcade driving mechanics are not possible with the Chaos system in UE5... that or i am too new to understand the possibilities in UE5!

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      @@zalansari6454 It's definitely possible but while you have physics vehicles out of the box you don't get kinematic/arcadish one directly, you have to build them from scratch. This is the gap I am addressing with this series of tuts.

    • @zalansari6454
      @zalansari6454 2 ปีที่แล้ว

      @@marcoghislanzoni Agreed Marco... though i will also state that as a very HUGE Noob... i have come across very many issues that put me in a very difficult situation while trying to learn UE... For example in UE5, the buoyancy functionality in LakeBody does not work... UE4 Physix's based tuts and steps are not easily replicable in UE5, especially if there's C++ involved. And tons of other things in UE5.
      As a beginner, majority of the UE5 tuts are not detailed or cover the same topics as majority of the UE4 ones. I cant follow or make something, from UE4, in UE5 because, at some point, all of that UE4 will need to be migrated into UE5. Either you cant migrate it fully because of issues, broken code, functionality, and the longer you wait, the more issues you will run into for the migration.... Very frustrating and i feel lost.

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      @@zalansari6454 don't feel bad about it. UE5 is a massive game engine with tons of features and you cannot master them all in a short time frame, it's literally impossible. Plus UE5 is, respect to UE4, very new and it doesn't have yet the amount of tutorials/projects/documentation the previous version had. The best thing you can do is to keep working with it, ask questions on the forums/Discord, try, fail, try, fail, try, succeed! Good luck.

  • @original9vp
    @original9vp ปีที่แล้ว

    Hi @marcoghislanzoni could you please do a tutorial on 1. How to setup controls using the new Enhanced input system for cars and also one on setting up the finer details for the handling of the car. I've been trying to make an F1 car but it doesn't accelerate as fast as it should and the handling went from bad to worse 😅

  • @polygrind
    @polygrind ปีที่แล้ว

    That was fantastic! Would it be possible to have a brake lights tutorial?😁

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Check out the standard Chaos Vehicles templates that ships with UE5. It has the code for the brake lights ready-made. You can port it over to this project.

    • @polygrind
      @polygrind ปีที่แล้ว

      @@marcoghislanzoni actually it is not clear how to assign the proper mesh to it

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      @@polygrind Your lights have to either be a separate mesh attached to the car or masked on the car's material. Check how they did it in the vehicle template.

    • @polygrind
      @polygrind ปีที่แล้ว

      @@marcoghislanzoni thank you very much, that's a great tip!

    • @polygrind
      @polygrind ปีที่แล้ว

      @@marcoghislanzoni now that I think of it, the light mesh is separate, basically a puck inside the glass. What I don't get is how does the sports car blueprint selects that specific mesh. Another issue is that, once I use the breaks and a random part of my car model changes material, it stays stuck that way until I restart the play sim.

  • @claud_b
    @claud_b 3 ปีที่แล้ว

    Hey, I have one Question, I don´t get where the Steering Angle float (steeringwheel) gets is data from. Did I miss something? Where do I "connect" it to the actuall input axis?

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว +1

      Are you referring to the one inside the Animation Blueprint? We are setting that from the Event Tick in the portion starting at 44:49

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว +1

      On the other hand the one in the car BP we are setting from the input axis at 15:49

    • @claud_b
      @claud_b 3 ปีที่แล้ว

      @@marcoghislanzoni ah I see! thank you! i missed that point

  • @soosyq1432
    @soosyq1432 ปีที่แล้ว

    Hey Marco, I did look at your Blog and your contact info, but this does not appear to be functional.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      better if you contact me on Discord as @vr_marco

  • @yozarsef_1
    @yozarsef_1 5 หลายเดือนก่อน

    The car moves along the x axis forward, which means it moves to the side!? is there a solution?

    • @marcoghislanzoni
      @marcoghislanzoni  4 หลายเดือนก่อน

      You may have imported it with the wrong orientation. The car should face the positive X direction (red axis).

  • @noaguy5116
    @noaguy5116 2 ปีที่แล้ว

    Hello Marco, when I try to record in Sequencer the car movement I'm no being able to see the wheels rotating or steering from the anim blueprint, any idea of why this is happening?

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      If you record the skeletal mesh whatever animation the bones get should be recorded as well. When you play it back you need to make sure the recorded animation is assigned to the skeletal mesh.

    • @noaguy5116
      @noaguy5116 2 ปีที่แล้ว

      @@marcoghislanzoni I'm recording the BP using keyboard inputs... Is it related to Player 0 definition?

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      @@noaguy5116 that’s fine, it should record it anyway. Maybe there is something not set up correctly on your side, but it is difficult to tell without seeing it.

    • @noaguy5116
      @noaguy5116 2 ปีที่แล้ว

      @@marcoghislanzoni Ok will check it again, thank you so much!!

  • @johnaycliffe8162
    @johnaycliffe8162 9 หลายเดือนก่อน

    Hi, I wanted to ask how to make enhanced input work with this tutorial. I'm not exactly sure what to do since I am a beginner in unreal engine. I made the input actions and the mapping context but I don't know what to do next. Any help would be appreciated!

    • @marcoghislanzoni
      @marcoghislanzoni  9 หลายเดือนก่อน

      That's not easy to describe in full here. If you open the standard vehicle template which ships with Unreal Engine 5 you can see how it is done there for a car pawn. You can copy the same input system/events into this one and it should work. Also look at my Tank tutorial, that one shows how to use the new Enhanced Inputs.

    • @johnaycliffe8162
      @johnaycliffe8162 9 หลายเดือนก่อน

      @@marcoghislanzoni Thank you for your reply! I really appreciate it. Hope you have a wonderful day!

  • @AlexTsekot
    @AlexTsekot 2 ปีที่แล้ว

    Hey there, great walkthrough, how would I import a car that has no wheels? I would like to keep the wheels separate so I can swap different wheels meshes but I just don't see a way to create wheel collisions without actual geo, must be missing something. Thanks!

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      You can have bones with no wheels in the SkM and parent some static meshes to the wheel bones, they will follow the animation.

  • @justinmorris2156
    @justinmorris2156 ปีที่แล้ว

    When using the Enhanced Input system with the throttle and steering events, the speed and rotation never decelerate to 0, as the respective input events are completed before it has time to do so. Do you have an idea/solution to possibly solve this?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      You have to set the target velocity to 0 on the Completed pin of the Input Action. Have a look at my recent tutorial on the Kinematic Tank, I am showing it there.

  • @steframaekers
    @steframaekers 2 ปีที่แล้ว

    Hey there, loved this tutorial! It really helped me out with my project. But I'm a little stuck with a weird problem. You see, every time I turn to the right for example, my front wheels turn to the left in the opposite way which is strange cause I tried this once before on another car and I didn't had this problem. I followed this video step by step, detail to detail, but I couldn't solve it. Any idea how I can fix this? Thnxx

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว +1

      Hard to say, it may be that your wheel bones are reversed or the car is not aligned along the positive X axis. You can multiply the steering angle by -1 before passing it onto the Animation BP. See if that fixes it.

    • @steframaekers
      @steframaekers 2 ปีที่แล้ว

      @@marcoghislanzoni I fixed it! I didn't notice I aligned it along the negative X axis in Blender. Thnxx for the help! Is there any platform(s) I can find you to give you credits for this?

  • @matiaslombardo8937
    @matiaslombardo8937 2 ปีที่แล้ว

    Hi Marco! Loved your tutorial, I added a few extra animations and cameras and everything is right. Do you have any source in which I can learn how to aply different heights to the terrain so it´s not flat? Thank u for this awesome videos

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว +1

      Cool! If you can share a video with your progresses, I would love to see how it looks like. Regarding terrain detection, this is something I plan to cover in a future tutorial. Thinking of a tank or off-road vehicle.

    • @matiaslombardo8937
      @matiaslombardo8937 2 ปีที่แล้ว

      @@marcoghislanzoni you can watch my progress in my Chanel. I also added lights to the car and a lap counter

    • @matiaslombardo8937
      @matiaslombardo8937 2 ปีที่แล้ว

      @@marcoghislanzoni I uploaded it just yesterday

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว +1

      @@matiaslombardo8937 watched it, looking good!

    • @matiaslombardo8937
      @matiaslombardo8937 2 ปีที่แล้ว

      @@marcoghislanzoni thanks!!

  • @djtc2093
    @djtc2093 2 ปีที่แล้ว

    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, it either freezes in midair or slowly slips through the floor a bit. I don't know what to do anymore.

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      You may have scaling or rigging issues. Make sure the scale of your vehicle’s root bone is 1,1,1. If you see 100,100,100 that is your problem, then you need to fix it in an external program like Blender and reimport to Unreal.

    • @djtc2093
      @djtc2093 2 ปีที่แล้ว

      @@marcoghislanzoni Thanks a lot. Where would I set/change the scale of the bones?

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      @@djtc2093 You need to do it in an external program (like Blender/Maya/Max) and then reimport into Unreal. In Blender, set the scene scale to 0.01, then scale up your mesh by 100, Apply Scale, export as FBX with scale 1.0 and import to Unreal also with scale 1.0.

    • @djtc2093
      @djtc2093 2 ปีที่แล้ว

      @@marcoghislanzoni Thanks I will give it a bash. One more question, how would I animate a tank/APC turret? I have a working APC, that's drive able etc but I can't get the turret to move, what blueprint would I add that is equivalent to a chaos wheel blueprint to get the wheels working? Any suggestions?

    • @djtc2093
      @djtc2093 2 ปีที่แล้ว

      Not animate but use the turret, to turn and shoot.

  • @riobaldo79
    @riobaldo79 3 ปีที่แล้ว

    Hey Marco! Congratulations on your work!
    Do you believe this methodology would apply to high poly models as well?
    To record automotive scenes for tv advertisements, for example?

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว

      Visually yes (with some adjustments). Dynamically though there are a lot of nuances to making a realistic and believable vehicle simulation which would fit in a high quality advertisement. Drop me a line at my first name dot my last name at gmail dot com if you would like to chat about it more in details. Or contact me on Discord - Unreal Slackers as vr_marco#8894

    • @riobaldo79
      @riobaldo79 3 ปีที่แล้ว

      Oh, thank you so much for your reply! Glad to know this is doable.
      Reading about the details of the tech demo "The Matrix Awakens", I saw that the developers said that most of the cinematic scenes were shot capturing the "runtime action". The designers drove the cars through the streets of the set and later a cinematographic production methodology was applied to this captured action.
      This sounded great to me and now I'm looking for knowledge to try to reproduce this workflow.
      If it's not a problem, I'll email you.

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว

      @@riobaldo79 sure, feel free to get in touch.

  • @victoirelotika8687
    @victoirelotika8687 3 ปีที่แล้ว

    I have a problem that I should have asked a long time ago I have followed your tutorial and other TH-camrs videos about making a car from game and I always get the car to work (driving, steering and etc.) but whenever I drive the car itself is always shaking, jittering all over the place. I have checked the physics, the model, I followed the steps that I had to follow when it comes to exporting from blender and still have no idea what is the problem, I usually use the simple vehicle movement set up.

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว

      I can think of two potential problems. One is internal collisions, where one part of the car gets in contact with another one causing instability. The other could be performance, where you have a lot going into your level which slows down the physics also leading to instability. Hard to tell without seeing how it looks like.

    • @victoirelotika8687
      @victoirelotika8687 3 ปีที่แล้ว

      @@marcoghislanzoni Thanks for your response ,I believe its the first one because my level is empty and it only has the car in it, sorry but I deleted everything out of anger. So how can I go about fixing it do you think its a issue from blender or something I can fix in Unreal

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว

      @@victoirelotika8687 when rigging in Blender and importing into Unreal make sure the root bone comes in with a scale of 1,1,1. If the scale is 100,100,100 you will get problems with the physics. Check out my easy vehicle rigging tutorial with Blender.

    • @victoirelotika8687
      @victoirelotika8687 3 ปีที่แล้ว

      @@marcoghislanzoni ok thank you so much

    • @victoirelotika8687
      @victoirelotika8687 3 ปีที่แล้ว

      @@marcoghislanzoni I am able to get a video for you to see and this problem also happens even if I don't use bones in blender but let Unreal Auto generate bones for me. th-cam.com/video/urCFaHgzeZU/w-d-xo.html

  • @KZaan-kp3lx
    @KZaan-kp3lx 5 หลายเดือนก่อน

    Also the collision for the car isnt working :(

    • @marcoghislanzoni
      @marcoghislanzoni  5 หลายเดือนก่อน

      Collisions work but they just stop the car in place, they do not provided the typical “bounce” of a physical collision.

  • @wonderlandnise
    @wonderlandnise 5 หลายเดือนก่อน

    well this only works for me if the player isn't attached to the vehicle otherwise it just spins to the right, no idea what to do, on to yet another tutorial we go

    • @marcoghislanzoni
      @marcoghislanzoni  5 หลายเดือนก่อน

      Make sure you turn off the player collisions when attaching it to the car

  • @polygrind
    @polygrind ปีที่แล้ว

    It would be great if there was a steering wheel tutorial based on the defaults car blueprint

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Do you mean to integrate a steering wheel and drive the car with it?

    • @polygrind
      @polygrind ปีที่แล้ว

      @@marcoghislanzoni actually no, It would be nice to have a complete animation blueprint that would include wheels and steering wheel, I've tried based on other tutorials and it doesn't seem to work. I'm testing the car for a small game. www.twitch.tv/videos/1801820084

  • @lucz_dev4556
    @lucz_dev4556 3 ปีที่แล้ว +1

    Ciao Marco ho visto che 3 anni fa hai fatto un video sulla fisica di una moto, hai in programma di fare un tutorial relativo alla moto?

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว +1

      Ciao, si' e' proprio una delle cose che ho in mente! :-)

    • @lucz_dev4556
      @lucz_dev4556 3 ปีที่แล้ว

      @@marcoghislanzoni Fantastico non vedo l'ora!

  • @shahmaarbaba
    @shahmaarbaba 3 ปีที่แล้ว +1

    awesome content now please make a third person tutorial like this please please please

    • @marcoghislanzoni
      @marcoghislanzoni  3 ปีที่แล้ว

      Third person? Like with a character?

    • @shahmaarbaba
      @shahmaarbaba 3 ปีที่แล้ว

      @@marcoghislanzoni yes with a low poly character

  • @MrShroombot
    @MrShroombot 2 ปีที่แล้ว

    Can you do this in Unreal Engine 4?

  • @asilva_media
    @asilva_media 3 ปีที่แล้ว

    the collisions don’t seem to work at all in 4.26

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว

      I see no reasons why the collisions shouldn't work with 4.26. Are you sure about the settings?

    • @ashonline77
      @ashonline77 2 ปีที่แล้ว

      @@marcoghislanzoni the collision isnt working for me either in 4.26 not sure why. the car goes through everything unless it collides with a physics actor which is the only time it acts with a collision. great tutorial though i didn't want to use the vehicle movement component and this definitely helped a ton but in my game i wanted to have inaccessible areas for the car with blocking volume but the car goes through it and now I'm stuck with this issue not knowing how to fix it :(

  • @mattsoli
    @mattsoli ปีที่แล้ว

    Thank you so much for this amazing tutorial, it helps me a lot! Do you have any suggestions on how to make more physical collisions? Because actually the kinematic car simply stops on the first static obstacle.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      Collision related effects also need to be handled kinematically, for example by applying a backward movement for a certain time as soon as one is detected. This simulates an elastic collision taking place between the car and another actor.

    • @mattsoli
      @mattsoli ปีที่แล้ว

      @@marcoghislanzoni Oh I got it! With your code it should be easy for me.
      Again, thank you!

  • @Andy-bo1rs
    @Andy-bo1rs 2 ปีที่แล้ว

    Can you make some drift physic tutorial Please... :D

    • @marcoghislanzoni
      @marcoghislanzoni  2 ปีที่แล้ว +1

      This has been on my todo for a while, but drifting physics isn't the easiest since, to make it consistent, you need a proper tire friction model and few other nuances. If it becomes a tutorial it is going to be a lengthy and complicated one. If I manage to find an easier way to implement a reliable and controllable drifting be sure I will share it.

    • @kellyvill9413
      @kellyvill9413 ปีที่แล้ว

      Hi Did you sort out the drifting?
      @@marcoghislanzoni

  • @Andy-bo1rs
    @Andy-bo1rs 2 ปีที่แล้ว

    Yahhhhh .... bravo...!!!

  • @kapt0xa_by
    @kapt0xa_by ปีที่แล้ว

    That's not car physics. Where is inertia? Where is traction?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      That’s why it is called “kinematic” otherwise it would have been called “dynamics”

  • @glenmclachlan5302
    @glenmclachlan5302 ปีที่แล้ว

    also, wtf why would you make a car like this. Its so much work for a REALLY shitty result of a vehicle pawn

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Do you understand what “kinematic” means?

  • @glenmclachlan5302
    @glenmclachlan5302 ปีที่แล้ว

    nobody should follow this tutorial, there is a lot of info left out here and this is the absolute worst way to do this. keep searching google for different vehicle tutorials

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Can you be more specific about which "info have been left out" and which kind of tutorial you were expecting given the fact that this is explicitly about creating a *kinematic* vehicle? I suspect you were looking for a tutorial about creating a physics vehicle. You should check out my other tutorials about Chaos Vehicles.