@@pinkpocketTV sir please help i got not just wheels i have brakes too with my model which i downloaded from blender market should i delete them and just keep wheels ?
@@pinkpocketTV You are a legend, Thanks for the tutorial and I just wanted to Ask, Can the car move on ups and Does Terrain, like can it go up and come down a ram or erosion terrain or sculpt landscape?Please any one answer
Just in case you don't see the bodies in the "Physics Panel": In the skelton tree tab, go to option, then show all bones, then highlight all of then and to the bottom right there is a button caleed add bodies, click on it.
You absolute legend.....First I finally get to learn how to import my own characters properly without hour long video's, and now I see you have a vehicle tutorial too! I have two different vehicle assets and their tutorials were confusing and not very helpful to beginners....Can't wait to try this tutorial out and see if I can finally do it. At the moment I use unity and are able to have my vehicles and characters working there, but I always wanted to use Unreal, it was just to hard for me but hopefully with this tutorial I can get it to work and switch over to Unreal instead. No not making a GTA game don't worry I won't fall into that trap as beginning hobby developer ;)
Making this in Unity and coding from scratch is a headache That why I love Unreal Engine it comes with all the features and gives everything out of the box
bones are hidden, under skeleton tree click options > show all bones if your assets have no physics bodies you probably didn't skin the wheels before exporting
Bro I am facing a problem! Ue4 doesn't generated physics material for my car wheel. And when I stimulate the wheels go inside the ground. That will be great if you can find the problem. Thank you
@@pinkpocketTV I already fixed it. I decrease the wheels bones size in blender and reimport it and then the physics asset generate automatically. Thank you so much for your reply🙌
Hello, I try this with a Model of a car I got from a customer. The model he got me doesn't have physical axles for the wheels, every time I simulate Physics the car drops down and the Wheels are falling on the sides. Is there a way to fix this, without adding axles? And if I have to add the axles, what I have to pay attention for?
@@pinkpocketTV does UE4 allow you to change the parameters for acceleration speed etc..? I want to make a drifting prototype. For that I'd need to be able to accelerate fast, break traction and slide the car. I'm sure I could use physics materials to adjust grip?
Thank you very much for the tutorial, it has helped me out a lot, I do have an issue though, when I'm editing the physics asset for my car, when I open the editor after importing the wheels have capsule colliders, and when I try to change the primitive type to single convex hull, nothing seems to happen, other than that, it seems to work just like in your video, and I've not been able to find anything about this on google, I was hoping you maybe knew about this?
hey, hopefuly you see this.. when im creating the physics asset, when trying to apply the single convex hull, it doesnt change anything and i still have spheres round my wheels that rotate in all directions when i simulate
u know the reason why my collisions from the "wheel settings" are at the object origin and not at the indevidual wheels? i try this now for the whole day, exported like 50 times. just doesnt work.
can you pelase explain why on your video I can see multiple physics objects and I still see only the one from the base mesh of the car? I've separated all the wheels and the body of the car in multiple objects so I don't know what's the problem, what should I do in this case?
You need to enable show all bones in the left side in the hierarchy. After that select the car body bone and generate the physics shape. Then shift select all the wheel bones and give them a physics shape too. then everything should work
1.__Is there a way to establish a parent child setup and still be able to edit stats for the vehicle for the other vehicles(child) rather than the base vehicle (parent) or is it better to setup as their own variables? 2.__What stuff would you most likely have to edit in the vehicle component/wheel settings? 3.__Is there a way to set the camera to center behind car either automatically after a few seconds(especially after turning) or by button press?
Not Sure If He makes a tut, i've done Something Like that a few Werks ago, easiest (but not best looking) is-use morph Targets and Morph them on Impact, or Swap Materials (Parameter) on hit. The best, but a little more effort: use seperate Bones, weight paint your Mesh (Like the Hood), and use physics on that Bones
Than you, I have followed the tutorial well, very easy to understand. However my vehicle is immediately sinking into the road. Also the car doesnt turn, the wheels turn, but the car doesn't. It just grinds forward with the wheels to the side.
okay got the vehicle above ground and working, found from several attempts at redoing it in blender that there were like 5 different versions of the vertex groups. New problem: I have the vehicle driving, but its not touching the ground completely. It's like 3" off the ground? Tried adjusted the origin and reimporting from Blender, no luck.
Cool tutorial! Two questions I have though: 1) Is it possible to rig the vehicle without having the entire body being one mesh? With complex and fully modelled cars, I'd need to merge the meshes first. 2) Another user in the comments said he had issues with the physics (wheels bending etc.) and you said to reset the dimensions in Blender; is it a problem if the dimensions are modified in Blender? I had to scale my model down so that would be nice to know before I continue working with this model. Thanks for the tutorial though, really comprehensive!
Also, any idea what could be the reason why I cannot see any rotation of the wheels when I rotate them in the skeleton in UE? I can rotate the body bone and the whole car rotates (including wheels), but when I rotate my wheel bones nothing changes. I am pretty sure I screwed up the rigging...
Yo dude nice tutorial but when I import the fxb in Unreal, the real wheels aren't there in the model.. what could I be doing wrong? I tried with another model of car and then the wheels just went through the ground when I pressed play..
Thanks you for the tutorial! But i have a problem with camera. When I press play, car falls in floor and camera passes into the car interior. And when i press button car does not go.
nice tutorial! I do have a issue,, when I press play the camera seems to get stuck underneath the vehicle, and I cannot do anything but look at the bottom of the car,,
@@pinkpocketTV that worked perfectly! however a new problem accured,, it didnt move forward, I increased the wheel radius and it does move forward, but the car is being tilted and has problems while moving backwards, it is like increasing the radius made an inviceble ball in the center of the car and only the front wheels touch the surface now
Why the wheels gong under the floor as doesn't exist? I tried your tutorial and more but same problem. can you help me to find where is the problem? BTW, THANK YOU SO MUCH FOR YOUR HARD WORK ❤
Something's not right with my car. I've tried different models and none work. I've done exactly as you have. I did manage to get the car moving once and then reset the physics asset and never worked since. Now my car is either floating or it's wheels fall into the floor. Help!
Make sure that your wheel bones are not to small or too big. And reset all transformations of each wheel in blender. And set up the physics assets correctly. I'll recommend that you try with a simple low poly model first.
@@pinkpocketTV yeah one thing that is weird, I setup the bones so the body is the root and the wheels are all children, reset the transforms, etc., but when I import the model into Unreal it imports the skeleton correctly but only auto-creates the capsule collision for the body; I have to manually create the wheel collision.
@@jhonnyappleseed1786 Im having same problem, when I set the collision shapes, I get a weird wobble in them. When i get to the driving part, the car just sinks into the FLoor plane
When adding the wheels to car movement in blueprint, I have to manually put in offset for each tire, otherwise they seem to all spawn at the root bone location. I did the bone creation few times, but still the same problem, so probably there is just some setting or check box that has to be checked/unchecked somewhere to get the coordinates right?
@@marigo856 Didn't try to do this again, but retrospectively I think the problem might have something to do with me aligning the wheel pivot points in Blender, and maybe that reset something in the asset wrongly for export
So I've set the car up. How do I modify it? I've been wanting to change it's top speed, but can't find any actual help on it. I know it has something to do with gear ratios, but I don't want to create anything realistic. I want pure arcade and can't quite figure out how to translate it over. If it were up to me, I'd have only one gear and have it just go....tried that but the car doesn't go very fast.
how did u import textures in unreal ?? ..am having a very hard time figuring out this ..like the materials are being created but the textures are pale or no texture at all!!
Unreal only creates materials. You have to manually import all textures and add them to the material in the respective slots i.e. albedo, roughness, metallic, normal, etc.
Thank you very much for this great video! There is one thing that went diferent to me, and I would like to know what happened: In this part: 08:01 The Physics Asset, instead of (Root, RL1, RR2, FL3, FR4), only the Root show up to me... In the "Skeleton" everything is ok, but in "Physics" there is this problem. Any tips to solve this? Thanks in advance!
@@pinkpocketTV Thanks for reply. I didn't know that, but it seems that isn't it yet, because there is a "capsule" only for the vehicle, not the wheels like your video, and the icons look diferent... I am using Blender 2.93.1 and Unreal 4.26.1, could it be the versions the source of the problem? Because I am following your tutorial and others and I am facing the very same problem where I am stuck...
No, it's not the version problem. You need to unhide all bones(in the physics asset tab) then select the wheel bones and generate a sphere/capsule physics body for each of them. My physics bodies were created automatically but yours aren't. Many people were having this issue and this fixed it.
@@pinkpocketTV Hello, my friend! I am still facing some problems about this. It seems to me that the problem is in Blender, because works with some meshes, and with others doesn't, even making every single step equal. When doesn't work I do in Unreal what you said and the bones show up, but don't behave as expected. In short, follow your tutorial works for me with just some meshes... I don't know where could be my mistake. Thank you either way!
Thank you for such a great tutorial, but my car doesn't come with bones for wheels in Physics after import, I can see all bone names correctly in Skeleton section but not in Physics.
Thanks mate! It's using the old PhysX physics engine. Chaos will give you accurate physics simulations and it has additional options too. In short, Chaos is better than PhysX. Anyways, have a great year ahead.
Hi, This is one of the best tutorials for drivable cars. I have a problem here, my car wheels are detaching from the body after generating the physics. What should I do now? Is there any turnaround for this issue?
In the unreal documentation, it recommends the physics bodies on the wheel joints to have physics type=kinematic. I dont know why but perhaps it is related to your problem.
Followed You Along From The Start But Stuck at the phys asset part no collision capsules are created for my car and there are no wheel bones under the body . any help? Thanks in Advance
This is a GREAT tutorial, but I'm stuck on the rigging - when you renamed your bones, the vertex groups were automatically created. I don't see that happening when I try it. Can you tell me what I might be missing? Thank you again for creating this tutorial!
I'm getting problem ,in the step where we enter bone names in array that option is not showing to me instead it's says insert component something please help!!
I have 2 issues if you could help me 1) my car doesn't not move 2) The tires of the car sink a bit threw the ground it's like the physics for the wheels are not there and the only physics it has is the car body. pls help
Really nice tuto. What about controllers like PS5 and Series X that have sensibility and also turn sensibility? Ho do you define the it to turn less or more acconding to analog input? Also how to throttle more or less acording to input?
Such a great tutorial, dealing with all the parts I need and it's only 22mins long. Thank you!
Thanks! Appreciate the support ☺️
@@pinkpocketTV hi urgent request please make a car model making video in blender
🔥❤️
Aight, now I can finally make Forza Horizon 5...
Where
@@prozayk5908 Forza horizon 5 will come out this year
@@kyandesutter1364 yes but his one
@@prozayk5908 oh idk :P
@@kyandesutter1364 lanzarote explorer 😶
this is the best car UE4 tutorial ever.
Thanks:)
@@pinkpocketTV sir please help i got not just wheels i have brakes too with my model which i downloaded from blender market should i delete them and just keep wheels ?
Instablaster...
You sir, have impeccable taste in cars. Good man.
People searching this videos are future looking people in the world
I LOVE YOU
Hey man love you videos too! Keep up the good work!
@@pinkpocketTV You are a legend, Thanks for the tutorial and I just wanted to Ask, Can the car move on ups and Does Terrain, like can it go up and come down a ram or erosion terrain or sculpt landscape?Please any one answer
Dude the textures look really good 🔥🔥🔥🔥
Thanks
Just in case you don't see the bodies in the "Physics Panel":
In the skelton tree tab, go to option, then show all bones, then highlight all of then and to the bottom right there is a button caleed add bodies, click on it.
bro tysm i was stuck on that for a while
thanks bro, that really helped me
All heroes don't wear capes
Thanks pal.
You absolute legend.....First I finally get to learn how to import my own characters properly without hour long video's, and now I see you have a vehicle tutorial too! I have two different vehicle assets and their tutorials were confusing and not very helpful to beginners....Can't wait to try this tutorial out and see if I can finally do it. At the moment I use unity and are able to have my vehicles and characters working there, but I always wanted to use Unreal, it was just to hard for me but hopefully with this tutorial I can get it to work and switch over to Unreal instead. No not making a GTA game don't worry I won't fall into that trap as beginning hobby developer ;)
Thanks! Appreciate the support!
I'm interested to see your work! 😁 I feel like you're becoming a legend in making games haha
Glad i found you...ur the best of the best.😊😊😊love from kerala
Thanks
yeah, from KERALA. @akkuaron, ente games nokkamo
Lots of Unreal talent in India in general it seems, judging by RUclips 👌🏼👌🏼👌🏼👌🏼
Nice. Can you make a tutorial of how to get in/out of the car? And how to add passengers?
The best teacher ever !!!
This is one of the best tutorial I have seen so far !!!
Hey thanks!
Awesome tutorial! Thanks for going through every step so clearly!
Thanks for watching! Appreciate the support!
@@pinkpocketTV how many polygon in your car mesh?
Congratulation for you 40K ..
Thanks!
Best Tut I've ever learned !!!!
Thanks ☺️
Making this in Unity and coding from scratch is a headache
That why I love Unreal Engine it comes with all the features and gives everything out of the box
Yeah doing this in unity is a bit of a hassle 😂
Great tutorial, really easy to follow. Thanks
Thanks for watching!
very cool! love that u used the anim bp.
that means i could work with control rig! amazing
Thanks 👍
First Or Last PinkPocket Is The Best :)
Thanks
really thanks for really simple and easy tutorial including all elements in one place
Anyone have an issue where its not creating collision for the tires? Or a solution? Thanks! Great tut
same thing
@@rusthokkey7027 yup same here
Awesome! Really cool! Thank you!
Thanks
I cannot see the wheel bones in physics asset but can see them in skeleton. The wheels didnt come with a capsule either. Can someone help?
bones are hidden, under skeleton tree click options > show all bones
if your assets have no physics bodies you probably didn't skin the wheels before exporting
@@tacg6799 thx, it helped.
Thanks this it's what I been looking for
Maybe this is the only car tutorial for ue4 on RUclips. Others are just videos of cars!
Bro I am facing a problem! Ue4 doesn't generated physics material for my car wheel. And when I stimulate the wheels go inside the ground. That will be great if you can find the problem. Thank you
Select all the bones in the physics tab and click on regenerate physics. Also, increase the wheel radius in the wheel class. That should fix it.
@@pinkpocketTV I already fixed it. I decrease the wheels bones size in blender and reimport it and then the physics asset generate automatically. Thank you so much for your reply🙌
Cool 👍
Hello, I try this with a Model of a car I got from a customer. The model he got me doesn't have physical axles for the wheels, every time I simulate Physics the car drops down and the Wheels are falling on the sides. Is there a way to fix this, without adding axles? And if I have to add the axles, what I have to pay attention for?
This thing is just insane
Thanks
Fantastic work. Such a well presented, easy to follow video. Just what I was looking for. Good stuff 👍
Thanks, appreciate the support ☺️
@@pinkpocketTV does UE4 allow you to change the parameters for acceleration speed etc..? I want to make a drifting prototype. For that I'd need to be able to accelerate fast, break traction and slide the car.
I'm sure I could use physics materials to adjust grip?
Thanks for the tutorial!
Thanks for watching!
geat, gazab, maza aagaya😁 definately subscribe
Thanks! Appreciate the support!
Thank you very much for the tutorial, it has helped me out a lot, I do have an issue though, when I'm editing the physics asset for my car, when I open the editor after importing the wheels have capsule colliders, and when I try to change the primitive type to single convex hull, nothing seems to happen, other than that, it seems to work just like in your video, and I've not been able to find anything about this on google, I was hoping you maybe knew about this?
Awesome tutorial 😍 , appreciate your work 👍
Thanks
hey, hopefuly you see this.. when im creating the physics asset, when trying to apply the single convex hull, it doesnt change anything and i still have spheres round my wheels that rotate in all directions when i simulate
Well done, subbed.
Thanks! Appreciate the support ☺️
u know the reason why my collisions from the "wheel settings" are at the object origin and not at the indevidual wheels? i try this now for the whole day, exported like 50 times. just doesnt work.
same problem
@@QvorStoyanov in the next days I upload a vid properly explaining stuff
you are the boss.. very good video
Thanks 👍
can you pelase explain why on your video I can see multiple physics objects and I still see only the one from the base mesh of the car? I've separated all the wheels and the body of the car in multiple objects so I don't know what's the problem, what should I do in this case?
You need to enable show all bones in the left side in the hierarchy. After that select the car body bone and generate the physics shape. Then shift select all the wheel bones and give them a physics shape too. then everything should work
exelente video, no se encuentra fácilmente este tutorial y menos para el UE4
muchas gracias
Fantastic tutorial! Easy to follow and you cover absolutely everything required! Thanks so much :)
Thanks for watching ☺️
it seems i dont have wheeled vehicle blueprint, is there another way?
thnkx
do you have the chaos vehicle plugin?
@@zooziani no I did not, thank you very much!
bro this is LITTTTT!!!!!!
Thanks
thanks for these can you make car chase and damage in it tutorial thanks
sir my car model is getting high from from like this / so what could i do or where is the problem it only happens when i am in game
Will I have the ability to use a different vehicle (FBX from another project) if I purchase the project? I am nota blender user for rigging vehicles.
No, you will have to do the rigging for each vehicle separately.
Thanks a lot, man!
How can I add pedestrians pls make a tutorial
Thanks!
Great explanation thank you
thx bro , but i wanna know how to import 2d picture car from google to blender , can you tell me ?
1.__Is there a way to establish a parent child setup and still be able to edit stats for the vehicle for the other vehicles(child) rather than the base vehicle (parent) or is it better to setup as their own variables?
2.__What stuff would you most likely have to edit in the vehicle component/wheel settings?
3.__Is there a way to set the camera to center behind car either automatically after a few seconds(especially after turning) or by button press?
Awesome!!
Thanks
Can u make a video on car deformation while hitting something in unreal engine
Not Sure If He makes a tut, i've done Something Like that a few Werks ago, easiest (but not best looking) is-use morph Targets and Morph them on Impact, or Swap Materials (Parameter) on hit. The best, but a little more effort: use seperate Bones, weight paint your Mesh (Like the Hood), and use physics on that Bones
@@realadnoh do u remember that channel mate😘😘
Than you, I have followed the tutorial well, very easy to understand. However my vehicle is immediately sinking into the road. Also the car doesnt turn, the wheels turn, but the car doesn't. It just grinds forward with the wheels to the side.
okay got the vehicle above ground and working, found from several attempts at redoing it in blender that there were like 5 different versions of the vertex groups.
New problem: I have the vehicle driving, but its not touching the ground completely. It's like 3" off the ground? Tried adjusted the origin and reimporting from Blender, no luck.
Decrease the wheel radius in the wheel class . That will fix it
@@pinkpocketTV Truth. :) New subscriber.
Thanks appreciate the support 😊
im having the same problem. how exactly did you fix it?
Please make a video on how to put drift physics in a vehicle
Thank you so much, your video helped me a lot!
Thanks 😊
How did you get the road on just opening unreal engine
Indian Game Dev: OP in the chat!
You are so awesome, do you know how much you helped me? Thank you so much!
Thanks! Really appreciate the support 😊
Just awesome ...dude
Thanks
Cool tutorial! Two questions I have though: 1) Is it possible to rig the vehicle without having the entire body being one mesh? With complex and fully modelled cars, I'd need to merge the meshes first. 2) Another user in the comments said he had issues with the physics (wheels bending etc.) and you said to reset the dimensions in Blender; is it a problem if the dimensions are modified in Blender? I had to scale my model down so that would be nice to know before I continue working with this model. Thanks for the tutorial though, really comprehensive!
Also, any idea what could be the reason why I cannot see any rotation of the wheels when I rotate them in the skeleton in UE? I can rotate the body bone and the whole car rotates (including wheels), but when I rotate my wheel bones nothing changes. I am pretty sure I screwed up the rigging...
Yeah rig it properly
Yo dude nice tutorial but when I import the fxb in Unreal, the real wheels aren't there in the model.. what could I be doing wrong? I tried with another model of car and then the wheels just went through the ground when I pressed play..
Thanks you for the tutorial! But i have a problem with camera. When I press play, car falls in floor and camera passes into the car interior. And when i press button car does not go.
nice tutorial! I do have a issue,, when I press play the camera seems to get stuck underneath the vehicle, and I cannot do anything but look at the bottom of the car,,
In the spring arm try to disable the collision that will fix it. Or increase the length of the spring arm, that will fix it too.
@@pinkpocketTV that worked perfectly! however a new problem accured,, it didnt move forward, I increased the wheel radius and it does move forward, but the car is being tilted and has problems while moving backwards, it is like increasing the radius made an inviceble ball in the center of the car and only the front wheels touch the surface now
Why the wheels gong under the floor as doesn't exist?
I tried your tutorial and more but same problem.
can you help me to find where is the problem?
BTW, THANK YOU SO MUCH FOR YOUR HARD WORK ❤
Sir please tell how to make man in blender
Something's not right with my car. I've tried different models and none work. I've done exactly as you have. I did manage to get the car moving once and then reset the physics asset and never worked since. Now my car is either floating or it's wheels fall into the floor. Help!
i am stuck on tyres camera is moving but when i press play button car does not move . need some assistance .
I tried using my own car model and when I simulate the physics, it drops onto the wheels and the wheels bend outward and fall flat on the ground :-(
Make sure that your wheel bones are not to small or too big. And reset all transformations of each wheel in blender. And set up the physics assets correctly. I'll recommend that you try with a simple low poly model first.
@@pinkpocketTV yeah one thing that is weird, I setup the bones so the body is the root and the wheels are all children, reset the transforms, etc., but when I import the model into Unreal it imports the skeleton correctly but only auto-creates the capsule collision for the body; I have to manually create the wheel collision.
@@jhonnyappleseed1786 Im having same problem, when I set the collision shapes, I get a weird wobble in them. When i get to the driving part, the car just sinks into the FLoor plane
@@ninomancuso7021 i have the same problem man , do you resolve?
@@simoneballo6529 yeah I think if I recall back that I set the wheels to kinetic in the physics asset.
When adding the wheels to car movement in blueprint, I have to manually put in offset for each tire, otherwise they seem to all spawn at the root bone location. I did the bone creation few times, but still the same problem, so probably there is just some setting or check box that has to be checked/unchecked somewhere to get the coordinates right?
Hey, I haven't encountered this problem before. I'll let you know if I find a fix.
I've been experiencing this too. Did you find a fix?
@@marigo856 Didn't try to do this again, but retrospectively I think the problem might have something to do with me aligning the wheel pivot points in Blender, and maybe that reset something in the asset wrongly for export
So I've set the car up. How do I modify it? I've been wanting to change it's top speed, but can't find any actual help on it. I know it has something to do with gear ratios, but I don't want to create anything realistic. I want pure arcade and can't quite figure out how to translate it over. If it were up to me, I'd have only one gear and have it just go....tried that but the car doesn't go very fast.
how did u import textures in unreal ?? ..am having a very hard time figuring out this ..like the materials are being created but the textures are pale or no texture at all!!
Unreal only creates materials. You have to manually import all textures and add them to the material in the respective slots i.e. albedo, roughness, metallic, normal, etc.
Oh my camera is not revolving around the car correctly it is not able to fully rotate it slightly rotates on x axis and doesn't rotate on y axis
Thank you very much for this great video! There is one thing that went diferent to me, and I would like to know what happened: In this part: 08:01 The Physics Asset, instead of (Root, RL1, RR2, FL3, FR4), only the Root show up to me... In the "Skeleton" everything is ok, but in "Physics" there is this problem. Any tips to solve this? Thanks in advance!
Yeah there is a drop-down there click that and turn off hide bones, that's it!
@@pinkpocketTV Thanks for reply. I didn't know that, but it seems that isn't it yet, because there is a "capsule" only for the vehicle, not the wheels like your video, and the icons look diferent... I am using Blender 2.93.1 and Unreal 4.26.1, could it be the versions the source of the problem? Because I am following your tutorial and others and I am facing the very same problem where I am stuck...
No, it's not the version problem. You need to unhide all bones(in the physics asset tab) then select the wheel bones and generate a sphere/capsule physics body for each of them. My physics bodies were created automatically but yours aren't. Many people were having this issue and this fixed it.
@@pinkpocketTV Amazing! Thank you very much! I see I have a lot to learn about these softwares lol
@@pinkpocketTV Hello, my friend! I am still facing some problems about this. It seems to me that the problem is in Blender, because works with some meshes, and with others doesn't, even making every single step equal. When doesn't work I do in Unreal what you said and the bones show up, but don't behave as expected. In short, follow your tutorial works for me with just some meshes... I don't know where could be my mistake. Thank you either way!
From where did you downloaded the car
Thank you for such a great tutorial, but my car doesn't come with bones for wheels in Physics after import, I can see all bone names correctly in Skeleton section but not in Physics.
There is a drop down in the physics tab where you can see all the physics bodies. Just go there and turn off hide bones.
@@pinkpocketTV where is this drop down?
Great video- curious if this is using the new Chaos plugin? If not what are the differences ? Have a great new year
Thanks mate! It's using the old PhysX physics engine. Chaos will give you accurate physics simulations and it has additional options too. In short, Chaos is better than PhysX. Anyways, have a great year ahead.
That’s good to know- do you plan on doing another video showing the set up in Chaos?
@@scottownbey8041 yeah I'll make a tutorial soon
@@pinkpocketTV Cool, i am waiting:)
Hi, This is one of the best tutorials for drivable cars. I have a problem here, my car wheels are detaching from the body after generating the physics. What should I do now? Is there any turnaround for this issue?
In the unreal documentation, it recommends the physics bodies on the wheel joints to have physics type=kinematic. I dont know why but perhaps it is related to your problem.
classic work
Thanks for watching!
Followed You Along From The Start But Stuck at the phys asset part
no collision capsules are created for my car and there are no wheel bones under the body . any help?
Thanks in Advance
There is a option called show hidden bones, enable that and then regenerate physics bodies!
@@pinkpocketTV That Worked ! Thanks
@@pinkpocketTV DAMN MAN! From where you learn all these things??
Hi, this method can be applied to Cinematic video, can I make the car go as it should while I shoot it?
Yeah, there is a way to record the player movement in the sequencer. You will find a lot of tutorials about that on RUclips.
@@pinkpocketTV But I specifically need to record the movement of the car, will it be possible to do it this way?
THANK YOU SO MUCH!
This is excellent - thank you. Would you be able to do a tutorial on adding a driver model with working IK, steering, shifting, pedal animations?
Can you make a video about drivable cars and vehicle physics?
Hello. Thanks for the lesson, it's great.
Can you show the rigging of other vehicles: a motorcycle, a tank, a helicopter, an airplane, boats?
Hats Off To u Mate
Thanks 👍
My man teaching me how it's done. Show them who drives the train.
i dont see separate colliders for wheels and the body in the physics asset what im i missing?
Hi, do I have to subscribe to download this project on your Patreon page? Because it's not there! Thanks!
This is a GREAT tutorial, but I'm stuck on the rigging - when you renamed your bones, the vertex groups were automatically created. I don't see that happening when I try it. Can you tell me what I might be missing?
Thank you again for creating this tutorial!
I'm getting problem ,in the step where we enter bone names in array that option is not showing to me instead it's says insert component something please help!!
I have 2 issues if you could help me 1) my car doesn't not move 2) The tires of the car sink a bit threw the ground it's like the physics for the wheels are not there and the only physics it has is the car body. pls help
Increase the wheel radius in the wheel class bp, and make sure that the anim bp is correctly setup. That should fix it.
@@pinkpocketTV I increased to 500 and it didn't fix it, the animations are fine my wheels spin ad turn but the car doesn't move
Maybe I didn't rig it properly?
Yeah that might be the case. Also check if the inputs are set up correctly and make sure that the anim bp is assigned in the car bp
@@pinkpocketTV I rerigged it checked the inputs and the animbp but nothing wheels are still falling threw the ground and the car is not moving
Awesome video! Sadly. Physics assets not showing up for the wheels for me.
Hey, I just made the updated UE5 version of this tutorial. It will be out in a few days. Wait for that, I have explained everything in much detail.
@@pinkpocketTV Cool! Thanks friend!
hi, do you know why there is no assign button for the vertex group ?
i'm using 3.0.1
Hey, my throttle and steering thingy is not working
Nice tutorial.
But ue4 doesn’t rename my bones. What do i do if it doesn’t do that?
That doesn't matter. It will still work. Just make sure that the bone hierarchy is correct.
THANK YOU
Really nice tuto.
What about controllers like PS5 and Series X that have sensibility and also turn sensibility?
Ho do you define the it to turn less or more acconding to analog input?
Also how to throttle more or less acording to input?
After putting the car in the surface in game, the car is wobbling. Can you please help on how to fix this.
you're amazing