This is great - I've been working on Vehicle Physics and Softbody Destruction in Unity for a while, but these highlights are what I needed to fully convince me to convert to Unreal Engine.
This video is great but would love an in depth guide into all the settings that affect handling, just brushing over them in this video isnt enough i have no idea how some of these settings affect the physics of the car, and the debug mode helps but not much Especially, the arcade settings , no clue how those work and there's 0 documentation
If you're attempting to follow this tutorial in UE4, note that when you switch your wheel simulation type to Kinematic, the vehicle will no longer fall in simulation or in game. But it will work in UE5. I don't know how the chaos vehicle plugin is supposed to work in 4.
Thank you very much for this video! It really pushed me forward and I was able to get the rig I wanted. Later, I ran into camera control issues in the game while driving. It's good that the template already has a ready-made blueprint and I could use the camera part in my blueprint. Special thanks for the subtitles. Without them, some details would not be clear!
i've been trying to figure out chaos vehicles for months, this video was much needed some time ago, good stuff nonetheless. i have a serious question though: how can we make chaos vehicles drift? i've been trying to make a more simulative experience with chaos vehicles but from what i see there is a serious flaw in how the engine rpm is calculated ( PTransmission.GetEngineRPMFromWheelRPM(WheelRPM) ) meaning that when you enter a drift or the wheels lose contact with the ground they lose speed and the engine rpm dies too - add also that a clutch system is missing. How should i go about adding this functionality to chaos vehicles? I'm trying to figure out if i need to code my own vehicles from scratch if i want them to be more simulative or i can edit the chaos vehicles code to add a clutch and expand on the engine/transmission/wheel simulation
I'm having similar issues, not for drifting but for overjumps. To make my vehicle drift I simply changed the Side Slip Modifier in the Wheel BP. 0.52 for the front and 0.4 for the rear, that gives it a nice drift. What you pointed out was actually introduced in Preview 2 and carried to the current release. I had no issues in Early Access, where the RPM went all the way up as soon as the wheels didn't touch any surface. I don't understand why they changed that, it makes no sense physically and it's annoying. Also the clutch input missing is quite stranger, considering how advanced the rest of the vehicle simulations are.
I think there are some deeper bugs in the engine, even in the Matrix demo it seems like they didn't use the RPM value to match the engine audio to the vehicle speed, so as a workaround it just goes up and up and up. I've tried to convert the old racer game sample to the chaos vehicle, but what worked in the old version doesn't in the current version (GIT build from the 5.0 branch).
@@AlessandroSchiassi Could be, but you don't even get a usable value out of the engine simulation. 50% of the time the values are random. If you put it on a HUD element you get anything between 0 and 999.
I wish we could have more details about the motorcycle setup. So far, I haven't been able to create 2 wheelers. I tried but it's always acting weird. Though it's possible to create motorcycle with 4 fake wheels, I'd prefer to know about the setup they used or to be able to download it to study it
I had same problem, i use 4 fake wheels too, motorcycle slide too much i solve it in wheel blueprint in "friction force multiplier" 1.0 for front and 2.0 for rear.
thanks for this video. would be really amazing a tutorial on how to setup Vehicles Deformation as on the matrix awakens vehicles. the logic of the setup looks easy but a step by step would help so many to implement something like that in their projects
It is insane how Unreal take care all the complex car dynamics system for us to use without worrying the codes behind the curtains. Looks very stable too.
Is this sample project available to download? I'd love to see a working example of Target Rotational Control working for the motorcycle. I've been playing around with it in my own projects and can't get the parameters right to make the motorcycle feel like it isn't an oscillating spring around turns.
Could you please make a tutorial on how to set up a vehicle trailer with hitch, un-hitch system please?! I had a system working in UE4 which was stable, but it doesn't work in UE5 as there's no PhysX anymore so it works differently and is VERY unstable. I need this to be working as I'm releasing my game in the next few months. You showed a truck and trailer in this video. It would be nice to see how to set it up. Thanks 🙂👍
I really wish they would add the measuring tool to the Mesh Preview Window so that we can measure them from the mesh preview rather then having to drag them out into the world and then measure them.
This is really helpful for the game I'm making. Gotten a bit wiser. Glad I'm switching from Godot to Unreal, which should help me finally see progress with my game. Was almost giving up, with getting stuck on it and heaving to guess what did what in Godot.
could you guys do a video about android config rules to set affinity of gameThread ,Render Thread,RHI Thread and worker Threads and a video about which Operations are again MultiThreaded(in Unity The render Thread use the worker threads to sort,calculate occlusionCulling,and convert some cammands etc...)
Does anyone know how to incorporate drifting, or what settings you would need to alter in blueprints on a button press? Like pressing "g" to drift/handbrake as an example.
Nice tutorial but why skip over rigging of the suspension system? You just imported a ready made vehicle. Without knowing how to setup the joints we are screwed.
Where are these assets such as the vehicles avail for download? I see too many tutorials with little to no links to examples. Would love to have those vehicles and test drive, in the same way we do in CitySample vehicles map.
I don't know why everytime I export from blender to UE5, my root bone scale always 100. I tried exporting with FBX unit scale, the root bone scale is 1 but the whole model become 1/100 size
Would it be possible to get the project for this? I'm having trouble getting my bike to work, it just falls over after driving forward for 3 sec. Would be cool to see how you did it!
This is such a great tutorial. However, I am stuck on trying to get a more custom rig back into unreal. You video touches on it but I am getting stuck getting the soft skinned spring suspension hooked up into the Chaos Vehicle rig. Is it possible for you to elaborate more on this?
Have they made it easier to detect drift for adding burnt-tire-prints, sound FX and particle FX? With PhysX Vehicle, you had to open the C++ source and expose "slip values" to Blueprint.
If you mean having one side going forward, while the other side goes backwards, so the vehicle turns on the spot, then I think you could set that up in blueprints. For example... When you turn left, set the right wheels to go forwards at X speed, while having the left wheels go backwards. Use the same throttle input nodes that you use for the accelerate code, only on the left side, give it a negative value (this can be done by multiplying the input value by -1 for the left side). I'd imagine that would work with some amount of playing around with it.
Nice tutorial, this helps a lot! Is it possible creating vehicles in runtime by manually specifying the wheels positions without a skeleton mesh? I consider switching from Unity due to better open world support in Unreal. But the requirement of a skeleton mesh makes it unnecessarily harder to setup vehicles. Tried it back in 2019 and failed. I’m trying again and failing haha. Since my project has modding support with hundreds of vehicles already made by users… I would love to keep them all by reading their static meshes and setting up wheels positions at runtime. But I cannot find any documentation about it, is it really impossible or just difficult? Haha :(
Check out control rig or powerIK (also free) tutorials on animating spider and scorpion. Now instead of using a predefined control rig, I think it's possible to attach skeletal meshes as together to merge them and have them operate together or by some parent script
If for some reason it doesn't work (it doesn't move, or tires just randomly fall), make sure to switch to UE5. For some reason it doesn't work for UE4. I found a workaround for UE4, but not with Chaos, *Chaos only works with UE5*
Add RPM bar to standard Vehicle project for all attempts to get it from "Chaos Wheeled Vehicle Movement Component" Pay special attention when the car is in the air or turned over and lies on the roof, when the wheels do not touch the ground, the engine cannot give the correct rpm, and speed? Beta version is raw.
Does anyone know how to control steering for motorcycle in Chaos Vehicle ? Motorcycle is not like a car, the pivot rotation for steering left and right turn is using the local axis of the motorcycle front fork instead the axis of the wheel. Can't seem to find any tutorial for this. There is one, but it doesn't have suspension system for the wheel.
hi there , thanks a lot for a much needed video . i wish you could show us how to adjust brakes . even after raising the value of brake and handbrake they dont seem to do much .
Could someone please explain to me the torgue curve? I was literally able to follow the whole video up to this point and understand everything beside this feature. What is the curve doing? What is the 5000 doing? How do the curve know that it is "rpm" ? Which I guess is the engine rotation thing?
It's not working in ue5.1 , I wasted my 3 days in this ..but at the end when we hit play to drive the vehicle, it doesn't move at all and it is tilted downward or upward without any reasons
Where do I find more details for the buggy type of suspension? if anyone even got information about any other type of suspension set on unreal engine 5 please help
I want you to make a video tutorial Having the characters open the door of the car to sit and drive and open the door from the car I watched video tutorials on youtube, many tutorials confuse me and it's not step by step, looks complicated I watched your video, this one I was quite easy to understand and the results matched the reality
Hi, I have a problem with the car, everything seems to work but when the car goes forward it starts to go right slightly, I don't understand what the problem could be, could you help me?
Anyone know how to scale the springs without painting weights? I've worked on a game where there was a AimAndScale function but I'm not sure if there's anything like that in UE.
If you mean having one side going forward, while the other side goes backwards, so the vehicle turns on the spot, then I think you could set that up in blueprints. For example... When you turn left, set the right wheels to go forwards at X speed, while having the left wheels go backwards. Use the same throttle input nodes that you use for the accelerate code, only on the left side, give it a negative value (this can be done by multiplying the input value by -1 for the left side). I'd imagine that would work with some amount of playing around with it.
Why do the parts of my suspension shift to slight other locations? I can't correct that.... like the wheel hub. It's in the perfect location in my model but when I make it spin as the wheel does it sticks out it a fair bit.... And do i have to setup some bones in blender so that the suspension moves correctly?
The most annoying part of all of this is getting a vehicle skeleton working in the first place. I've done everything and I can't get the wheels to function or work properly...
This ones got me stumped. I can drive and steer just fine but my wheels are rotating in the wrong direction under throttle. instead of rolling, they are doing flips and all kinds of weird stuff. rolling on the wrong axis basically. is there a way that you can choose the roll axis for the wheels?
This looks so advanced with so many settings. Completely went under the radar with all the other major ue5 features.
Its not really that new.
@@dievas_ Still, it's a nice addition.
This is great - I've been working on Vehicle Physics and Softbody Destruction in Unity for a while, but these highlights are what I needed to fully convince me to convert to Unreal Engine.
@@piyushguptaji402 that is correct - the learning curve for Unreal is higher but enjoyable.
@@StudioTatsu I dunno.. I by far struggled more with unity back in the day.. more resources for UE I would guess now too
Howd that go. physx is way better than chaos for this application imo
@@nathanielredmon I don't think physx is that great either for vehicles to be honest
Unreal is becoming better and better not only the amazing engine but the resources to learn are really enjoyable also
True that amigo :)
using unreal has become like playing a game...
This is the best video of all in recent years
This video is great but would love an in depth guide into all the settings that affect handling, just brushing over them in this video isnt enough i have no idea how some of these settings affect the physics of the car, and the debug mode helps but not much
Especially, the arcade settings , no clue how those work and there's 0 documentation
Right time to be alive 👏🏼
Can’t wait to play games on UE5
Can't wait to play VR games on Unreal 5 with Chaos!!
If you're attempting to follow this tutorial in UE4, note that when you switch your wheel simulation type to Kinematic, the vehicle will no longer fall in simulation or in game. But it will work in UE5. I don't know how the chaos vehicle plugin is supposed to work in 4.
Finally simulating bikes!!! That was much needed!
Thank you very much for this video! It really pushed me forward and I was able to get the rig I wanted.
Later, I ran into camera control issues in the game while driving. It's good that the template already has a ready-made blueprint and I could use the camera part in my blueprint.
Special thanks for the subtitles. Without them, some details would not be clear!
It's amazing how accurate physics have become in games.
非常感谢,一个困扰了我2天的问题,终于在这个教程里面解决了,真的感谢分享,好人一生平安!
i've been trying to figure out chaos vehicles for months, this video was much needed some time ago, good stuff nonetheless.
i have a serious question though: how can we make chaos vehicles drift? i've been trying to make a more simulative experience with chaos vehicles but from what i see there is a serious flaw in how the engine rpm is calculated ( PTransmission.GetEngineRPMFromWheelRPM(WheelRPM) ) meaning that when you enter a drift or the wheels lose contact with the ground they lose speed and the engine rpm dies too - add also that a clutch system is missing. How should i go about adding this functionality to chaos vehicles?
I'm trying to figure out if i need to code my own vehicles from scratch if i want them to be more simulative or i can edit the chaos vehicles code to add a clutch and expand on the engine/transmission/wheel simulation
I'm having similar issues, not for drifting but for overjumps. To make my vehicle drift I simply changed the Side Slip Modifier in the Wheel BP. 0.52 for the front and 0.4 for the rear, that gives it a nice drift.
What you pointed out was actually introduced in Preview 2 and carried to the current release. I had no issues in Early Access, where the RPM went all the way up as soon as the wheels didn't touch any surface. I don't understand why they changed that, it makes no sense physically and it's annoying.
Also the clutch input missing is quite stranger, considering how advanced the rest of the vehicle simulations are.
@WHOOLKAN I'm also having the same issue with engine rpm. Will you please let me know if you find a solution for this problem. Thanks!
I think there are some deeper bugs in the engine, even in the Matrix demo it seems like they didn't use the RPM value to match the engine audio to the vehicle speed, so as a workaround it just goes up and up and up. I've tried to convert the old racer game sample to the chaos vehicle, but what worked in the old version doesn't in the current version (GIT build from the 5.0 branch).
@@stefandaurer9631 Crossfade by Param isn't working in the Sound Cue, but they fixed that so it should work in 5.0.2.
@@AlessandroSchiassi Could be, but you don't even get a usable value out of the engine simulation. 50% of the time the values are random. If you put it on a HUD element you get anything between 0 and 999.
I wish we could have more details about the motorcycle setup. So far, I haven't been able to create 2 wheelers. I tried but it's always acting weird. Though it's possible to create motorcycle with 4 fake wheels, I'd prefer to know about the setup they used or to be able to download it to study it
I had same problem, i use 4 fake wheels too, motorcycle slide too much i solve it in wheel blueprint in "friction force multiplier" 1.0 for front and 2.0 for rear.
TNice tutorials tutorial is so useful,I tried tons of other tutorials but tNice tutorials was the best one
thanks for this video.
would be really amazing a tutorial on how to setup Vehicles Deformation as on the matrix awakens vehicles.
the logic of the setup looks easy but a step by step would help so many to implement something like that in their projects
Where can I download the motorcycle map for testing?
It is insane how Unreal take care all the complex car dynamics system for us to use without worrying the codes behind the curtains. Looks very stable too.
I love Paolo Suzas videos
Is this sample project available to download? I'd love to see a working example of Target Rotational Control working for the motorcycle. I've been playing around with it in my own projects and can't get the parameters right to make the motorcycle feel like it isn't an oscillating spring around turns.
Did you get this working?
Could you please make a tutorial on how to set up a vehicle trailer with hitch, un-hitch system please?! I had a system working in UE4 which was stable, but it doesn't work in UE5 as there's no PhysX anymore so it works differently and is VERY unstable. I need this to be working as I'm releasing my game in the next few months. You showed a truck and trailer in this video. It would be nice to see how to set it up. Thanks 🙂👍
Hello!will there be a video about setting up a motorcycle in the future?
I really wish they would add the measuring tool to the Mesh Preview Window so that we can measure them from the mesh preview rather then having to drag them out into the world and then measure them.
You got a like, a subscriber and a buzzer on from an old guy. TNice tutorials is the best soft soft tutorial I've seen so far. You covered a lot of
This is really helpful for the game I'm making. Gotten a bit wiser. Glad I'm switching from Godot to Unreal, which should help me finally see progress with my game. Was almost giving up, with getting stuck on it and heaving to guess what did what in Godot.
i waited for this for toooooo long.. thank you so much.. lot's of love ♥♥
Thank you so much sir this template and tutorial help me so much in so many way. I really appreciate.
could you guys do a video about android config rules to set affinity of gameThread ,Render Thread,RHI Thread and worker Threads and a video about which Operations are again MultiThreaded(in Unity The render Thread use the worker threads to sort,calculate occlusionCulling,and convert some cammands etc...)
Does anyone know how to incorporate drifting, or what settings you would need to alter in blueprints on a button press? Like pressing "g" to drift/handbrake as an example.
Nice tutorial but why skip over rigging of the suspension system? You just imported a ready made vehicle. Without knowing how to setup the joints we are screwed.
Thanks for making this highlight!
Why not share files so everyone could play around?
How do I make free voice packs available for UE5 creators?
Create a Unreal Engine Marketplace account and sell them on there 👍👍
Hi, Is there any way you can share this skeletal mesh? Thanks
Where are these assets such as the vehicles avail for download? I see too many tutorials with little to no links to examples. Would love to have those vehicles and test drive, in the same way we do in CitySample vehicles map.
My personal Subaru STI project is very happy with UE 5 physics variations to work with
I don't know why everytime I export from blender to UE5, my root bone scale always 100. I tried exporting with FBX unit scale, the root bone scale is 1 but the whole model become 1/100 size
Please tell me, where can I get an FBX file to watch the construction of bones?
Would it be possible to get the project for this? I'm having trouble getting my bike to work, it just falls over after driving forward for 3 sec. Would be cool to see how you did it!
15:30 Suspension movement is just a mesh deformation? It's ok for the spring but the absorber body too?
add a detailed tank with free tank in marketplace (skeleton mesh )
Thank you so much for this presentation. Much appreciated.
This is such a great tutorial. However, I am stuck on trying to get a more custom rig back into unreal. You video touches on it but I am getting stuck getting the soft skinned spring suspension hooked up into the Chaos Vehicle rig. Is it possible for you to elaborate more on this?
Have they made it easier to detect drift for adding burnt-tire-prints, sound FX and particle FX?
With PhysX Vehicle, you had to open the C++ source and expose "slip values" to Blueprint.
QUESTION: How to turn tank at rest?
If you mean having one side going forward, while the other side goes backwards, so the vehicle turns on the spot, then I think you could set that up in blueprints. For example... When you turn left, set the right wheels to go forwards at X speed, while having the left wheels go backwards. Use the same throttle input nodes that you use for the accelerate code, only on the left side, give it a negative value (this can be done by multiplying the input value by -1 for the left side). I'd imagine that would work with some amount of playing around with it.
Looks much more stable and flexible than legacy physics.
Are those vehicle meshes available somewhere?
Do you still think that? I've never heard anyone using Chaos say that🤔
Nice tutorial, this helps a lot!
Is it possible creating vehicles in runtime by manually specifying the wheels positions without a skeleton mesh?
I consider switching from Unity due to better open world support in Unreal. But the requirement of a skeleton mesh makes it unnecessarily harder to setup vehicles. Tried it back in 2019 and failed. I’m trying again and failing haha. Since my project has modding support with hundreds of vehicles already made by users… I would love to keep them all by reading their static meshes and setting up wheels positions at runtime.
But I cannot find any documentation about it, is it really impossible or just difficult? Haha :(
Check out control rig or powerIK (also free) tutorials on animating spider and scorpion. Now instead of using a predefined control rig, I think it's possible to attach skeletal meshes as together to merge them and have them operate together or by some parent script
I need that feature too.I am also thinking of porting my game from Unity to Unreal because of the same reason.Proton Bus sim is your game ?....
ruclips.net/video/CXm8Ruu9saA/видео.html wath this, its easy
If for some reason it doesn't work (it doesn't move, or tires just randomly fall), make sure to switch to UE5. For some reason it doesn't work for UE4. I found a workaround for UE4, but not with Chaos, *Chaos only works with UE5*
Rly? Thats sad. I've lost my mind tryin to get it to work on UE4 today xDDD damn..
Amazing, exactly what I needed!
You mentioned experimental support for a more arcade-y feel, where do we try that?
Really Helpful🥰😍, hope to see more on vehicle AIs
I love chaos system
Where can we find the files???
I've followed this 40 times and for some reason the car just won't move, did everything exactly as described... :(
you solve this? same issue here the car is just stuck...
@@isaackershnerART nope i gave up
We need the Bike level 🙏
the wheels working nice but when the car is flipping on the side they penetrating through the floor, someone knows how to fix it?
Add RPM bar to standard Vehicle project
for all attempts to get it from "Chaos Wheeled Vehicle Movement Component"
Pay special attention when the car is in the air or turned over and lies on the roof, when the wheels do not touch the ground, the engine cannot give the correct rpm, and speed?
Beta version is raw.
Really helpful high quality breakdown. Thanks!
Great video thank you. Fantastic that it uses real world parameters for engine setup.
Sweet! Now I just need to figure out how to utilize this for tanks!
Lets see a revamped Mako using this in the next Mass Effect game!
Thanks a lot. TNice tutorials video got started.
@UnrealEngine could we get an update on this please....I have no Idea how to implement the Enhanced Input system with vehicles from scratch 😪
I did this last week for my work... this video is late for me uwu, but well, seeing this, I've done it well, thanks vehicular chaos videos
Anyone know how he set up the weights for the dampeners?
HELL YEAH ! finally a trailer that don't YEET my truck into the void
Can you do a video from start to finish on the Motorcycle?
Does anyone know how to control steering for motorcycle in Chaos Vehicle ?
Motorcycle is not like a car, the pivot rotation for steering left and right turn is using the local axis of the motorcycle front fork instead the axis of the wheel.
Can't seem to find any tutorial for this. There is one, but it doesn't have suspension system for the wheel.
hi there , thanks a lot for a much needed video . i wish you could show us how to adjust brakes . even after raising the value of brake and handbrake they dont seem to do much .
Could someone please explain to me the torgue curve? I was literally able to follow the whole video up to this point and understand everything beside this feature.
What is the curve doing? What is the 5000 doing? How do the curve know that it is "rpm" ? Which I guess is the engine rotation thing?
Fantastic movie! 🤩
It's not working in ue5.1 , I wasted my 3 days in this ..but at the end when we hit play to drive the vehicle, it doesn't move at all and it is tilted downward or upward without any reasons
Where do I find more details for the buggy type of suspension? if anyone even got information about any other type of suspension set on unreal engine 5 please help
I want you to make a video tutorial
Having the characters open the door of the car to sit and drive
and open the door from the car
I watched video tutorials on youtube, many tutorials confuse me and it's not step by step, looks complicated
I watched your video, this one
I was quite easy to understand and the results matched the reality
Did you solve the glitch showing?
Check my recent comment
Hi, someone knows if exist a complete fundamental course or rigging vehicles in unreal 5? This is really advance
?
Hi, I have a problem with the car, everything seems to work but when the car goes forward it starts to go right slightly, I don't understand what the problem could be, could you help me?
I noticed that the wheels stop turning when the vehicle is in the air. This makes jumps look so unrealistic. Anyone know how I can fix/improve that?
Does the chaos vehicle system work/ can be packaged on standalone VR devices like the HTC Focus 3?
Anyone know how to scale the springs without painting weights? I've worked on a game where there was a AimAndScale function but I'm not sure if there's anything like that in UE.
is it possible to have a neutral steering like on a tank?
If you mean having one side going forward, while the other side goes backwards, so the vehicle turns on the spot, then I think you could set that up in blueprints. For example... When you turn left, set the right wheels to go forwards at X speed, while having the left wheels go backwards. Use the same throttle input nodes that you use for the accelerate code, only on the left side, give it a negative value (this can be done by multiplying the input value by -1 for the left side). I'd imagine that would work with some amount of playing around with it.
@@Manim8 okay thanks!
Wow!
That's amazing
Can anyone suggest a way to make that "perfect gradient" spring for the shock?
Why do the parts of my suspension shift to slight other locations? I can't correct that.... like the wheel hub. It's in the perfect location in my model but when I make it spin as the wheel does it sticks out it a fair bit.... And do i have to setup some bones in blender so that the suspension moves correctly?
I can't find the chaos vehicle pawn class, is not in drop-down menu, do I need to install anything?
The most annoying part of all of this is getting a vehicle skeleton working in the first place.
I've done everything and I can't get the wheels to function or work properly...
my car just floats, not doing anything (simulate physics is on). what can I do?
This really helped thanks a lot!
The features in chaos are really cool, it's a shame that the performance is extremely low compared to the old physx.
Why do we add the wheel colliders if we use raycasting?
Thank youuu so much!!!
I ca back to soft after about 10 years when I was using soft soft 10 and for its best program Ive seen in fact its also simpliest one
@UnrealEngine can you share the skeleton mesh model with springs to follow along?
Hi, is it possible to get the dirt bike model? I'm trying to make a bike blueprint but haven't found a suitable model yet. Thanks!
Thank you! That was a great tutorial!
This is so amazing thank you
May I ask where i can find this simple car model with suspension so I can try practicing this rig by my self? Thank you
this is amazing, thank you
Thank You Very Much
Please give fbx a look.
This ones got me stumped. I can drive and steer just fine but my wheels are rotating in the wrong direction under throttle. instead of rolling, they are doing flips and all kinds of weird stuff. rolling on the wrong axis basically. is there a way that you can choose the roll axis for the wheels?
I dont understand i turned on 2 days ago the debug mode it was working fine now i cannot get it up anymore?