Epic Games is so generous for offering all the Matrix assets and logic flows for users free of charge, amazing really - really thankful to have them in the industry
Absolutely i have struggled with vehicle panel physics in ue5 before. This really is a godsend since it is the prime example of how you should implement such things. I really love them for that.
It is free I guess, but its all market strategy. More people releasing games on UE5 = more money. Not saying its not nice but they are not doing it because they are so nice, they want more people making games in UE5 so they make more money.
@@CaptMorpheusZ There are other ways to make money, more agressive strats to users, but epic chooses long term soft investements versus short term agressive investement. Thats what is rare to see in big companies, especially in gaming. This is where epic deserves praise, for being pacient and going the route that benefits all instead of only them.
@@CaptMorpheusZ To put this into perspective, Epic doesn’t charge you a dime until you make 1 million dollars. Many indie games don’t come close to that. They give you a ton of free assets and access to tools to speed up nearly any game you want to make. And when you make that 1 million, they only take 5% per million you make. There’s not one company that offers that, which is why companies that used to create engines, like CryTek aren’t able to sell their engines. It cost a small fortune to make engines. For reference, it cost Konami well over 150 million to develop the Fox engine for Metal Gear Solid 5 under Kojima’s leadership. Metal Gear Solid 5, which includes Ground Zeros, cost well over 100 million to make. By the time Konami broke down the costs of everything that had to go to research and development, which isn’t factored in to that number at all, then the packaging and digital and traditional distribution, then you have Sony, which charges 30% per game sold digitally, and it’s reportedly higher for retail copies. Microsoft charges 30% for retail and digital. Steam used to be lower, but now they too take 30%. That’s just to sell your game on their system, or storefront. If you still think Epic isn’t generous, think of what Sony would charge if they had an engine anyone cared to use. Sony, Steam and Microsoft charges that 30% per game sold. Epic charges 5% per million dollars you make, and they give you the most valuable asset ever made, time. The time it would take to add proper lighting. In the case of Konami, they barely broke even, despite selling millions of copies of Metal Gear Solid 5. This is why they fired Kojima. The person who took his place made a mobile Metal Gear Solid Pinball style game filled with micro transactions, it made more in 2 months than Konami made selling Metal Gear Solid 5 for over a year. This is why so many studios fall apart, the costs of triple A game development is insanely high. It’s also why they litter games with DLC, to recoup costs. Epic is the only company that offers a solution to developers to cut design time to less than half, and their tech is unbelievably good. Next gen consoles use AmD GPUs that are terrible at raytracing. This is why they had to develop hardware and software lumen. Look at Gran Turismo, no raytracing in game, raytracing in photo mode and in replays is 1080i res, or 540p, and it’s at 30fps. The Medium on the X-Box series X drops to 900p when there are too many objects on screen that have single pass, low pc level precision raytracing, and only on limited numbers of objects. The next gen patch on Cyberpunk on PS5 and Series X only adds low level raytracing on vehicles. The shadows aren’t raytraced. Spider-man, another Sony title, where much like the exclusive Medium on Xbox Series X, and Sony’s Gran Turismo 7, has access to all of the internal company tech at their disposal, only has raytraced puddles. This is embarrassing. Epic made Sony and Microsoft look good with the Matrix demo. Side note, I data mined the PS5 demo. The parts where you move through the actual city are 1080p 30. The intro is not quite 2k res, and the sequence with Morpheus in the TV screen is actually a video file. When Neo looks at himself in the mirror, for roughly 5 seconds, that’s also a video file. It’s telling because the on rails section that’s next has far less realistic faces and facial muscle detail. The models there are comprised of less than half of the amount used in the unplayable demo intro sequence. Regardless, what Epic has done with the limited resources of the next gen systems is impressive. It’s better than what the companies that made them could do. Lastly, if you still think they’re not generous, they only take 12% per game sold by game publishers in the Epic Store. That’s completely unheard of in this day and age. If you’re an indie dev, you sell a game that somehow makes $900,000. You get to keep 88% of each game sold, despite most likely using Epic’s lighting engine, 3D models, and other assets. They even have a free FPS template you can use, provided you change the models and stages. The AI programming is included for the low price of free.
I think I love ue5... this stuff for free is amazing, it's literally years of programming refinement for a large team being offered free.. unreal indeed . Love it.
You can customize the destruction to even bend the chassis of the car, and do more damage. Looks like you just have to increase the max distance the contact points can move when colliding And the tire destruction can be added also on all these vehicles :) Awesome pack!
The vehicle pack alone only provides drivable vehicles. No sound, no lights, and more important, no destruction. Have to download the whole 94 gb project, hoping this one has destruction already implemented, and hoping I can even open the project without crashing my computer
Looking exactly for same answer, afraid it will be like in BeamNG Drive, mesh for car + bone+nodes structure :) Will be awesome if someone will make tutorial of it :)
It works. Start by just making a cube and circle car, and mess around with bones.. looking at how they structure it give a LOT of insight into how to create such objects.. im not a pro at all, but this ... this saves thousands of hours of coding
It probably requires 10 or 20 artists that work for a year, which would cost only 50 million dollars, we all have 50 million dollars to make a game, it is the base when you make a little game
probably have to export every skeleton the vehicle uses if theres anymore than one and transfer weights. some tweaks here and there then reimport on to the existing skeleton. .
you would have to rig the vehicle mesh with the extra destruction bones. I think they might have some sort of master control rig that all of the skeletal meshes use
@@fugedaboudit There's a video. It's made by Unreal Engine and they explain the Vehicles in teh Matrix demo. Its called "The Matrix Awakens: Creating the Vehicles and VFX | Tech Talk"
@@jamesonvparker Hey thanks for your answer, I've seen that video actually but it doesn't explain on how to add new car models to the system, that's what I meant.
@@fugedaboudit You're right, it's not the most helpful in terms of recreating it. I wonder though, have you tried exporting these videos from the City Sample project?
Awesommmmmmmme, I have a fighterjet that I am dreaming about using control rig for, but I've never seen a single tutorial on how to use Control Rig for vehicles.
Author. Please record a video of how to create a scene like yours. I downloaded city sample vehicles, but the cr_vehicle asset is empty, and the skeletalmesh is also empty.🙏🙏
For everyones information: The link in the description that goes to the City Sample Vehicles doesn't feature any car destruction. To get the actual car destruction and the same demo map as in the video, download the actual City Sample (100GB). In there there is a vehicle playground map that is the same one as in the video.
Would there be any way to use this system to pre-destroy the cars and then make a basic static mesh from that? So you could have some static damaged vehicles laying around that dont need the interaction.
@@SmartPoly Can that be done from the rig like you are showing on the cop car at 9:00 ? When I do it from the skeleton itself, I can move small parts but the crumple looks much better, and is better connected to the other parts, in the rig you are demoing here. And how would I change the vehicle mesh in Rig to get the cop car or another car? By default, its the van.
The vehicles are free, yes, but they do not include the destructible features at all. Has anyone figured out how to use the destructible videos in their own project?
why the destruction rig doesnt work when importing vehicles into a new project? I cant find the "CR_Frame_Destructible" file anywhere in the content browser.
Dude would've helped if you had mentioned that this project file is from the whole city map not the link you posted, I wasted so much time trying to find the destructible assets, jeez!
For those with the same problem, I found somewhere saying that you need to download de Full project. And you can't separate the cars and delete the city. It won't work.
you would have to modify the interior mesh of the vehicle (export it to blender and mirror it) then if you want the character to get in the right side, modify the get in / exit vehicle logic
@@SmartPoly Us 63 year old newbies are struggling enough with UE, let alone learn blender at this stage, so I’ll leave it for a while, but appreciate your response. Enjoying your channel :)
Download Unreal Engine 5 from Epic Games launcher. After downloaded UE5, create some empty unreal project. Add City Sample Vehicles (from Unreal Marketplace) to empty project. Enjoy :)
Do as Daniel Rolnik said and keep in mind that you need the enhanced input plugin and have to set it as default in your project settings. I think you have to enable virtual textures too. docs.unrealengine.com/5.0/en-US/input/
Is there a class that would teach how to add this system to different car? Could I potentially just copy and paste the bone deformation system to another mesh?
Is it possible to take record two vehicles say a Van and a car colliding onto each other as they drive ? Great video by the way. Been trying to use these to get that type of shot for my project
please tell me, is it possible to somehow bake a damaged vehicles? When you press play, vehicle is simulated and can be damaged, but what about damaging the car and keeping the damage in the mesh? In case you want to turn the city sample into a post-apocalyptic world
Can you give me some tips on how glass breaking works? I received the project, but I didn't observe any glass breaking, and I didn't find any Niagara systems or geometry caches exist.😢
Hello, I downloaded the 102GB City Sample, but when I open it, the inside of the car's body does not appear, only the body and some things in it are visible after an accident, and it does not appear on the wheel all the time. What can I do, can you help me about this? NOTE:Iam from another country and i didn't know english i used google transelate may have mistranslated
Hi, I'm trying to record the driving simulation and destruction in takes recorder to make a crash sequence but i'm struggling to play it back can you help please?
Yeah you right. BeamNG.drive has got realistic deformation, better than other games simulation, very very better. Maybe Epic Games, should take a look to their cars. Who knows maybe one day they can made a collaboration and share vehicles with Epic.
Totally a different story. BeamNG is using soft body deformation. All happening in a modified version of Torque 3D engine which I think is obsolete. I have done a lot of development in BeamNG. Not a very practical working environment. I appreciate how the BeamNG team is keeping the game relevant and updated these days. It's really tough!
Could you upload download link with this assets you made with the damaged system and the character which can enter to the cars? It would be nice for everyone who seen this video. I dont want to download 80GB to copy the blueprint code!
plz help! how do i do that i can toutch c and i gets into the cars. it dont work for me, i have to do what you has to do with the big wehicles on every wehicle! pls help!!!
I have the issue that the small city and big city map can be loaded but not the vehicle testing map. It just doenst load. Does anyone has the same issue or does someone know a fix?
He descargado ese mapa pero no funcionan las deformaciones, también he podido cargar y manejar los vehículos en mis mapas pero sin destrucción 🤷🏻♂️ Alguien me explica cómo activar? 🙏 Gracias
El sistema de destruccion de vehiculos solo esta en el City Sample (la ciudad de Matrix con todo). Si descargaste solamente el pack de vehiculos ahi no trae el sistema de destruccion
@@batmanargentino correcto👌 creí que éste era el de solo vehículos, pero claro éste mapa viene con la City Sample 😞 mi placa no lo va tirar, y es mucho gigas a bajar para mí internet aunque una vez bajado podría usar dichos vehículos con sonido y todo activado🤔 en mapas más livianos
I think the problem is that they don't give you the deformation/destruction mechanics with just the vehicles from the City Sample Vehicles Pack. I couldn't get it to work as well and found the control rig document (a single one is used for all vehicles (CR_Frame_Destructible)) to be missing and the folder that's located in (Content/Vehicle/Animation) to be missing as well...
All in all very resource heavy, thousands of polygons, hundreds of bones, too many controls, this is clearly a proof of concept and can't possibly run on any low end device...
it could be replicated since its bone rotations. just replicate the float variables whenever damage is applied to the vehicle. however the physics simulated objects that fall off the car cant be replicated (at least easily)
More amazing destruction and detail than GTA4 ... plus the lighting is decades ahead of what the GTA 4 vehicles were capable of. Car parts crumple more realistically and parts fall off the way their supposed to.
Hi, I'm working on a scene with these vehicles where some of the doors are left open, does anyone know if/how we can just keep the vehicles static with one or more of the doors open?
@@RemDovans as mentioned, I'm fairly new to this, but it appears to me that the doors ARE Bone structured, either this or they are just like a standard door open/close program allowing a sweeping door effect when opened, but in this case they are left to pivot through 90 degrees on the door "hinge" and be influenced by physics.. if the latter is the case then you could just make the door pivot into a static actor. This should result in damage happening visibly but the object remaining static ... im of course speaking from limited experience and hypothetically based off of programming concepts I do know and my ue5 experience. :)
did you download the whole city project? or just the cars. there is actually a lot of content for the cars cut out of the cars only pack for some reason.
This was originally done using unreal engine 4 by a guy called Dries Deryckere who completed this as a university project. look him up its a free project and he also explains in an article about the challenges when working it out. I tried to post the url but it keeps getting deleted.
nope. skeletal meshes currently don't support nanite. They probably could be nanite if you remove the destruction aspect and attach all the meshes via sockets to a vehicle skeletal mesh
They were nanite in the Matrix demo, they've switch to regular models in collisions since nanites can't deform apparently and that affected frame rate.
In matrix demo they made in a smart way, when the vehicle dont have any colision or is not used by player = Nanite. When the player enter the vehicle or he receive any colision = Transform into normal mesh That's a pretty smart way to workarround nanite objects with deformation.
Epic Games is so generous for offering all the Matrix assets and logic flows for users free of charge, amazing really - really thankful to have them in the industry
Absolutely i have struggled with vehicle panel physics in ue5 before. This really is a godsend since it is the prime example of how you should implement such things. I really love them for that.
It is free I guess, but its all market strategy.
More people releasing games on UE5 = more money.
Not saying its not nice but they are not doing it because they are so nice, they want more people making games in UE5 so they make more money.
@@CaptMorpheusZ There are other ways to make money, more agressive strats to users, but epic chooses long term soft investements versus short term agressive investement. Thats what is rare to see in big companies, especially in gaming. This is where epic deserves praise, for being pacient and going the route that benefits all instead of only them.
@@CaptMorpheusZ To put this into perspective, Epic doesn’t charge you a dime until you make 1 million dollars. Many indie games don’t come close to that. They give you a ton of free assets and access to tools to speed up nearly any game you want to make. And when you make that 1 million, they only take 5% per million you make. There’s not one company that offers that, which is why companies that used to create engines, like CryTek aren’t able to sell their engines. It cost a small fortune to make engines. For reference, it cost Konami well over 150 million to develop the Fox engine for Metal Gear Solid 5 under Kojima’s leadership. Metal Gear Solid 5, which includes Ground Zeros, cost well over 100 million to make. By the time Konami broke down the costs of everything that had to go to research and development, which isn’t factored in to that number at all, then the packaging and digital and traditional distribution, then you have Sony, which charges 30% per game sold digitally, and it’s reportedly higher for retail copies. Microsoft charges 30% for retail and digital. Steam used to be lower, but now they too take 30%. That’s just to sell your game on their system, or storefront. If you still think Epic isn’t generous, think of what Sony would charge if they had an engine anyone cared to use. Sony, Steam and Microsoft charges that 30% per game sold. Epic charges 5% per million dollars you make, and they give you the most valuable asset ever made, time. The time it would take to add proper lighting. In the case of Konami, they barely broke even, despite selling millions of copies of Metal Gear Solid 5. This is why they fired Kojima. The person who took his place made a mobile Metal Gear Solid Pinball style game filled with micro transactions, it made more in 2 months than Konami made selling Metal Gear Solid 5 for over a year. This is why so many studios fall apart, the costs of triple A game development is insanely high. It’s also why they litter games with DLC, to recoup costs. Epic is the only company that offers a solution to developers to cut design time to less than half, and their tech is unbelievably good.
Next gen consoles use AmD GPUs that are terrible at raytracing. This is why they had to develop hardware and software lumen. Look at Gran Turismo, no raytracing in game, raytracing in photo mode and in replays is 1080i res, or 540p, and it’s at 30fps. The Medium on the X-Box series X drops to 900p when there are too many objects on screen that have single pass, low pc level precision raytracing, and only on limited numbers of objects. The next gen patch on Cyberpunk on PS5 and Series X only adds low level raytracing on vehicles. The shadows aren’t raytraced. Spider-man, another Sony title, where much like the exclusive Medium on Xbox Series X, and Sony’s Gran Turismo 7, has access to all of the internal company tech at their disposal, only has raytraced puddles. This is embarrassing.
Epic made Sony and Microsoft look good with the Matrix demo. Side note, I data mined the PS5 demo. The parts where you move through the actual city are 1080p 30. The intro is not quite 2k res, and the sequence with Morpheus in the TV screen is actually a video file. When Neo looks at himself in the mirror, for roughly 5 seconds, that’s also a video file. It’s telling because the on rails section that’s next has far less realistic faces and facial muscle detail. The models there are comprised of less than half of the amount used in the unplayable demo intro sequence. Regardless, what Epic has done with the limited resources of the next gen systems is impressive. It’s better than what the companies that made them could do. Lastly, if you still think they’re not generous, they only take 12% per game sold by game publishers in the Epic Store. That’s completely unheard of in this day and age. If you’re an indie dev, you sell a game that somehow makes $900,000. You get to keep 88% of each game sold, despite most likely using Epic’s lighting engine, 3D models, and other assets. They even have a free FPS template you can use, provided you change the models and stages. The AI programming is included for the low price of free.
Quick Question: Are we allowed to use the assets and BP from these demos, commercially?
I think I love ue5... this stuff for free is amazing, it's literally years of programming refinement for a large team being offered free.. unreal indeed . Love it.
So impressed by the ue5 stuff they have made
You can customize the destruction to even bend the chassis of the car, and do more damage. Looks like you just have to increase the max distance the contact points can move when colliding
And the tire destruction can be added also on all these vehicles :) Awesome pack!
Do I need to download the whole matrix demo for all these features, or are they included inside the vehicle pack only too?
@@thenoobdev Destruction is not added in the vehicle sample pack from what i have seen. Looks like you would need the whole demo yes.
@@MrLarsalexander thanks. Wanted to ask before going for that 100 GB download again 😂 thanks mate
@@thenoobdev Your welcome :) You can delete all the large assets if you want.
@@thenoobdev did you try?
The vehicle pack alone only provides drivable vehicles. No sound, no lights, and more important, no destruction. Have to download the whole 94 gb project, hoping this one has destruction already implemented, and hoping I can even open the project without crashing my computer
Would be cool to see how you swap in a new car mesh into this system. I wonder how difficult that would be.
Looking exactly for same answer, afraid it will be like in BeamNG Drive, mesh for car + bone+nodes structure :)
Will be awesome if someone will make tutorial of it :)
It works. Start by just making a cube and circle car, and mess around with bones.. looking at how they structure it give a LOT of insight into how to create such objects.. im not a pro at all, but this ... this saves thousands of hours of coding
It probably requires 10 or 20 artists that work for a year, which would cost only 50 million dollars, we all have 50 million dollars to make a game, it is the base when you make a little game
probably have to export every skeleton the vehicle uses if theres anymore than one and transfer weights. some tweaks here and there then reimport on to the existing skeleton. .
I wonder how possible would it be to replace vehicles with your custom models and keep the physics aspect intact
you would have to rig the vehicle mesh with the extra destruction bones. I think they might have some sort of master control rig that all of the skeletal meshes use
@@SmartPoly No one seems to have made a video about this in the whole internet. If you could make a tutorial would be wonderful.
@@fugedaboudit There's a video. It's made by Unreal Engine and they explain the Vehicles in teh Matrix demo. Its called "The Matrix Awakens: Creating the Vehicles and VFX | Tech Talk"
@@jamesonvparker Hey thanks for your answer, I've seen that video actually but it doesn't explain on how to add new car models to the system, that's what I meant.
@@fugedaboudit You're right, it's not the most helpful in terms of recreating it. I wonder though, have you tried exporting these videos from the City Sample project?
Awesommmmmmmme, I have a fighterjet that I am dreaming about using control rig for, but I've never seen a single tutorial on how to use Control Rig for vehicles.
Author. Please record a video of how to create a scene like yours. I downloaded city sample vehicles, but the cr_vehicle asset is empty, and the skeletalmesh is also empty.🙏🙏
For everyones information: The link in the description that goes to the City Sample Vehicles doesn't feature any car destruction. To get the actual car destruction and the same demo map as in the video, download the actual City Sample (100GB). In there there is a vehicle playground map that is the same one as in the video.
Do you happen to have the project already separated?
@@JuanGomez-t2i sadly no, I started working inside of the city sample
the vehicle pack dosent come with deformation
You have to download the full CIty demo, and then load the VehicleTest map in that project. Maybe someone can pack it all up and make it separate
Is it possibile to use this system with custom cars created from maya?
A Video i waited for so long. The Matrix physics fascinated me and i wanted for so long to know how this works and looks in detail.
Good Job
Really random but I wonder if the miles metre can be converted to kilometres?
Would there be any way to use this system to pre-destroy the cars and then make a basic static mesh from that? So you could have some static damaged vehicles laying around that dont need the interaction.
you could modify the pose of the skeletal mesh and click bake to static mesh
@@SmartPoly Can that be done from the rig like you are showing on the cop car at 9:00 ? When I do it from the skeleton itself, I can move small parts but the crumple looks much better, and is better connected to the other parts, in the rig you are demoing here. And how would I change the vehicle mesh in Rig to get the cop car or another car? By default, its the van.
Good showcase! Thx bro.
Amazing stuff
I wish you would elaborate on how you got the project with the destruction included....
ive got it if you want , had to remove it from the city samples pack
@@GAMEBR0VIP2462 Hey man, is it possible you give it to me?
@@GAMEBR0VIP2462 pls bro
HOw can we add new vehicles @smart poly? or import vehicles
2024 changed the project and the destruction doesn't work, do you have the video project to share? 🙏
this is awesome dude
Has anyone figured out how to export these vehicles into a new project with physics destruction included? Seems impossible.
Hello you can make tutorial for make the deform on the car?
The vehicles are free, yes, but they do not include the destructible features at all. Has anyone figured out how to use the destructible videos in their own project?
4:07 this feature is cool to allow engine damage
why the destruction rig doesnt work when importing vehicles into a new project? I cant find the "CR_Frame_Destructible" file anywhere in the content browser.
did you find it?
wow im glad you seid something about this
Dude would've helped if you had mentioned that this project file is from the whole city map not the link you posted, I wasted so much time trying to find the destructible assets, jeez!
I downloaded the package and installed in a new blank project with the required plugins, but i'm unable to damage the cars. How to set this up?
For those with the same problem, I found somewhere saying that you need to download de Full project. And you can't separate the cars and delete the city. It won't work.
Do you know if the vehicles can be mirrored to be right hand drive like here in Australia?
you would have to modify the interior mesh of the vehicle (export it to blender and mirror it) then if you want the character to get in the right side, modify the get in / exit vehicle logic
@@SmartPoly Us 63 year old newbies are struggling enough with UE, let alone learn blender at this stage, so I’ll leave it for a while, but appreciate your response.
Enjoying your channel :)
please could you explain how to set up the crash physics of the car? I don't see any code for this in the BPs?
cool video as always!!!!, how can we open the proyect? can you make a tutorial plzzzz!!!
Download Unreal Engine 5 from Epic Games launcher. After downloaded UE5, create some empty unreal project. Add City Sample Vehicles (from Unreal Marketplace) to empty project. Enjoy :)
Do as Daniel Rolnik said and keep in mind that you need the enhanced input plugin and have to set it as default in your project settings. I think you have to enable virtual textures too. docs.unrealengine.com/5.0/en-US/input/
Does this system have roll physics too?
Amazing! i've download it, can you do a tutorial on how do cinematics with vehicle crash?
how did you do that?
Is there a class that would teach how to add this system to different car? Could I potentially just copy and paste the bone deformation system to another mesh?
can you show how to destroy vehicles in sequencer?
Is it possible to take record two vehicles say a Van and a car colliding onto each other as they drive ? Great video by the way. Been trying to use these to get that type of shot for my project
To attach the trailer der is a boolen in the truck bp to spawn truck with trailer or use for a funktion
please tell me, is it possible to somehow bake a damaged vehicles? When you press play, vehicle is simulated and can be damaged, but what about damaging the car and keeping the damage in the mesh? In case you want to turn the city sample into a post-apocalyptic world
Could you please compile this demo?
Can I use download the vehicles and that will include the destruction? or just vehicles?
Hi! Is it legal to use those car in a game to sell on steam for instance?
Please make a tutorial showing how to add it to the separate vehicles pack.
can you control the car smoothly with a mouse?
Can I use these vehicles in my project (TH-cam Video)?
why is it 100gb and the city cars cant be entered or crashed into only the matrix ones do and i dont have the space
I can't get that map. My map is empty, I don't have the ramp etc..
Can you give me some tips on how glass breaking works? I received the project, but I didn't observe any glass breaking, and I didn't find any Niagara systems or geometry caches exist.😢
use chaos
Como se pueden sacar esos autos y ponerlos en otro proyectos, porque los que te brinda epic no abren las puertas
Hello, I downloaded the 102GB City Sample, but when I open it, the inside of the car's body does not appear, only the body and some things in it are visible after an accident, and it does not appear on the wheel all the time. What can I do, can you help me about this? NOTE:Iam from another country and i didn't know english i used google transelate may have mistranslated
Will this work on the new version? 5.0.1?
Bc I have other that are for the version 5 an when I try to put them on the new one , I can't
howd you get the character in there the one i downloaded does not come with
If I download this pack from the marketplace now the vehicles are not destructible. Can someone advise how to get it or what I'm doing wrong?
Hi, I'm trying to record the driving simulation and destruction in takes recorder to make a crash sequence but i'm struggling to play it back can you help please?
how do you set the color and have it stay?
Epic should try to acquire the stuff from BeamNG Drive and incorporate that into UE5. That would be AMAZING!
Yeah you right. BeamNG.drive has got realistic deformation, better than other games simulation, very very better. Maybe Epic Games, should take a look to their cars. Who knows maybe one day they can made a collaboration and share vehicles with Epic.
Totally a different story. BeamNG is using soft body deformation. All happening in a modified version of Torque 3D engine which I think is obsolete. I have done a lot of development in BeamNG. Not a very practical working environment. I appreciate how the BeamNG team is keeping the game relevant and updated these days. It's really tough!
Then the creators of Burnout, they did this since 2001
How cpild i use it with damage in a custom Project?
Could you upload download link with this assets you made with the damaged system and the character which can enter to the cars? It would be nice for everyone who seen this video. I dont want to download 80GB to copy the blueprint code!
plz help! how do i do that i can toutch c and i gets into the cars. it dont work for me, i have to do what you has to do with the big wehicles on every wehicle! pls help!!!
I have the issue that the small city and big city map can be loaded but not the vehicle testing map. It just doenst load. Does anyone has the same issue or does someone know a fix?
Can I do this on GTX 1660?
CAN U CREATE A TUTORIAL HOW TO CREATE THIS
He descargado ese mapa pero no funcionan las deformaciones, también he podido cargar y manejar los vehículos en mis mapas pero sin destrucción 🤷🏻♂️ Alguien me explica cómo activar? 🙏 Gracias
El sistema de destruccion de vehiculos solo esta en el City Sample (la ciudad de Matrix con todo). Si descargaste solamente el pack de vehiculos ahi no trae el sistema de destruccion
@@batmanargentino correcto👌 creí que éste era el de solo vehículos, pero claro éste mapa viene con la City Sample 😞 mi placa no lo va tirar, y es mucho gigas a bajar para mí internet aunque una vez bajado podría usar dichos vehículos con sonido y todo activado🤔 en mapas más livianos
@@MrRac2010 como agregaste los vehículos?
downloaded it but the crashing isnt a part of it anymore apparantly.. at least i dont get it to work and it seams as if there is no files for it
Can i use this for my other projects?
As long its in unreal engine, yes.
I have downloaded the project and unfortunately, the cars just have 4 bones in total, what is the problem do you think?
I think the problem is that they don't give you the deformation/destruction mechanics with just the vehicles from the City Sample Vehicles Pack. I couldn't get it to work as well and found the control rig document (a single one is used for all vehicles (CR_Frame_Destructible)) to be missing and the folder that's located in (Content/Vehicle/Animation) to be missing as well...
Are these crashes network replicated?
I don’t think the vehicle sample has destruction?
It lacks the corresponding files for that to happen. I think it is only included in the full sample.
Can you port it to android or ios? Since its a project file, I think you can do it
The damage par confuses me. Won't morph targets do a better job in many of the cases. A ton on cpu overhead here
All in all very resource heavy, thousands of polygons, hundreds of bones, too many controls, this is clearly a proof of concept and can't possibly run on any low end device...
@@thecon_quererarbitraryname6286 yeah confirmed that part since morphs run only on change while this runs every tick
How can i make destroy car in my game
It is true this dmg simulation can't be replicated on multiplayer?
it could be replicated since its bone rotations. just replicate the float variables whenever damage is applied to the vehicle. however the physics simulated objects that fall off the car cant be replicated (at least easily)
How it compares to the 2013 GTA cars and destruction?
More amazing destruction and detail than GTA4 ... plus the lighting is decades ahead of what the GTA 4 vehicles were capable of.
Car parts crumple more realistically and parts fall off the way their supposed to.
These assets can be used to create cinematics or only for creating games? I mean...Can I use them in the sequencer and render it as a movie?
Hi, I'm working on a scene with these vehicles where some of the doors are left open, does anyone know if/how we can just keep the vehicles static with one or more of the doors open?
@Azovheart there is no bone for the door in the vehicles we have access to unlike the ones in the actual demo
Copy their model but exclude any door hit boxes and bone points... no? Fairly new to this so my ideas may lack exp.
@@MrDmadness from what I see there are no joints on the car doors, I'll take another look tonight though
@@RemDovans as mentioned, I'm fairly new to this, but it appears to me that the doors ARE Bone structured, either this or they are just like a standard door open/close program allowing a sweeping door effect when opened, but in this case they are left to pivot through 90 degrees on the door "hinge" and be influenced by physics.. if the latter is the case then you could just make the door pivot into a static actor. This should result in damage happening visibly but the object remaining static ... im of course speaking from limited experience and hypothetically based off of programming concepts I do know and my ue5 experience. :)
@@MrDmadness I'm probably more inexperienced than you 😅😅😅 I'll take a look once I get the chance
How to get these thing?
How can I make it so it doesn't seem like an asset flip? I'm new to ue5 and have a million questions 😂
Де можна скачать цей проект ?
How to edit limit damage car? Is going -50 to 0. Cr Frame Destructible file
how i install this demo?
Hello can you help me because unreal engine 5 crashing but i dont know why
can i use them in my game and publish the game without problems??
yep
@@SmartPoly ok, tysm for replying
*They should make them big vehicles drivable in the matrix awakens city demo*
What are your pc specs
Am I allowed to use this in my game or is it just tp show how this works?
Generally you can use epic assets for games that use the Unreal Engine
I want the f150! Don't know what I would do with it
How did you setup the project? I downloaded the sample from the sample from your link, there is one map but no Maxtrix character.
did you download the whole city project? or just the cars. there is actually a lot of content for the cars cut out of the cars only pack for some reason.
This was originally done using unreal engine 4 by a guy called Dries Deryckere who completed this as a university project. look him up its a free project and he also explains in an article about the challenges when working it out. I tried to post the url but it keeps getting deleted.
BeamNG is pretty realistic, but how to bring their code to UE5 ?
Holy balls. I just assumed these were nothing but stationary props...
bro how to make a deformation car
Are they nanite though?
I think moveble thing cant be nanite
nope. skeletal meshes currently don't support nanite. They probably could be nanite if you remove the destruction aspect and attach all the meshes via sockets to a vehicle skeletal mesh
They were nanite in the Matrix demo, they've switch to regular models in collisions since nanites can't deform apparently and that affected frame rate.
In matrix demo they made in a smart way, when the vehicle dont have any colision or is not used by player = Nanite.
When the player enter the vehicle or he receive any colision = Transform into normal mesh
That's a pretty smart way to workarround nanite objects with deformation.
@@hicarodestrui I saw that it was something like that thanks. The procedural nanite buildings is like a dream come true
please help it won't start unreal engine 5
El juego esta para Android?
downloaded this but no playable demo disappointing but great to see this though
Car collisions sound like banging aluminum cans 😂
Все круто. Только очень не реалистичные удары, если стекло не ломается и не высыпается. Вот бы ещё сделать, что бы стекло реалистично разбивалось!)))
Why it doesn't work? I use unreal engine 5.0.3
2024 no funciona la destrucción, alguien tiene una copia donde funcione la destrucción?
I hope they can add real life car mods such as Chevrolet and Ford