hi, i imported the .fbx in 5.5 but the skeletal mesh, skeleton, and physics asset aren't in it even though i made sure import skeletal mesh was ticked. can you help me?
@jiratrello5 күн бұрын
i didnt know about this 'force as skeletal mesh' import trick, thats so useful for quick skeletons !
@moneymike7876 күн бұрын
Thank you. This has helped me out.
@junchaoma66349 күн бұрын
GOOD GOOD GOOD !
@fodezargames13 күн бұрын
Это подойдет к UE5?
@CTRLSWAY16 күн бұрын
when i import into unreal the bike is in seperate pieces, what have i done wrong??
@marcoghislanzoni16 күн бұрын
This has changed in 5.5. In the import dialogue, you need to click on Skeletal Meshes, then for Force All Mesh as Type --> Skeletal Mesh. It will be imported as a unique Skeletal Mesh instead that as separate parts.
@CTRLSWAY16 күн бұрын
@marcoghislanzoni thanks ill give it a go!
@marcoghislanzoni16 күн бұрын
@ which version of the engine are you on?
@CTRLSWAY16 күн бұрын
managed to do it , my bike seems to just fall over, ive changed the mass settings per the tutorial but still no luck
@CTRLSWAY16 күн бұрын
@@marcoghislanzoni 5.5
@kruuuuub17 күн бұрын
im trying to follow the tutorial with the enhanced input system but the vehicle moves forward and backward but doesnt come to a stop when I stop holding the button, using an Axis1D value type
@marcoghislanzoni16 күн бұрын
Strange because the Axis 1D type should output zero when the button is let go. You may want to add a dead zone to it.
@akshay_rc21 күн бұрын
in UE5.5 importing fbx with skeletal mesh ticked doesn't create a skeletal mesh for me, can you please let me know fix for this asap.
@celsofernandes393722 күн бұрын
your tutorial is great, im adding the ground sensing routine to the previous kinematic car lessons, and everything is working fine. now i gotta work on making the vehicle keep going if it reaches the edge of a ramp, for example, and make it continue its movement on air (perform a jump)
@kasperromer-bruhn89925 күн бұрын
Amazing!
@origin328426 күн бұрын
Hey there, first of all thank you for the amazing tutorial, I ended up using this method for my hover craft after making a chaos vehicle with invisible wheels didn't go so well 😅. When my hover craft is on a flat surface at a standstill it still seems to want to drift slowly backwards. I've already tried playing around with some values to no avail, any idea on how I could fix this? Any help would be greatly appreciated.
@marcoghislanzoni26 күн бұрын
@@origin3284 you are welcome! Add a slight forward offset to your center of mass until the drifting stops. It is in the advanced physics settings. The reason it drifts out is because its mass is slightly asymmetrically distributed.
@origin328426 күн бұрын
@@marcoghislanzoni That worked! Thanks so much!
@measty608326 күн бұрын
I LOVE YOU THANK YOU SO MUCH
@dietz3327 күн бұрын
hmm ,, katapulted in the air or falls throught the ground after first hop .. cant manage to do it using 5.4 unreal
@marcoghislanzoni27 күн бұрын
@@dietz33 double check all the steps. There is no difference to this technique in UE5.4. Also if you are using a different vehicle with a different mass, you will need to fine tune stiffness and damping as they are mass dependent.
@snehildiwan3236Ай бұрын
Everything worked fine but the only problem i am facing is when i export the file from blender as fbx and import it in UE, all the texture are getting messed up. I tried baking the texture also but it still didn't work. can you help?????
@marcoghislanzoniАй бұрын
@@snehildiwan3236 you have to manually import the textures into Unreal (if they didn’t get imported for you) and link them to the respective materials
@BackyardBikingtrailАй бұрын
My bike keeps falling over when i try to play. i have gone through of your tutorial and reviewed multiple times but cant seem to find whats wrong. i have tried changing the mass and center of gravity, and when i enable kinematics for the wheels, the front wheel seems to stick to it. if i try to put the player start in the air, the bike will dangle by the front wheel. i cant drive the bike around and i think something is clashing. if i you could point me in the right direction on how to solve this problem or give suggestions that would be great.
@marcoghislanzoniАй бұрын
@BackyardBikingtrail when you set the wheel collision to kinematic, that is changed on begin play by the vehicle movement component. The fact that it doesn’t change and stays fixed in place tells me that either your bone names are wrong or there is something wrong with your vehicle setup. Hard to tell without seeing your project.
@bmxscapeАй бұрын
Please explain to someone less smart like me. How does this work at all? I attempted a similar setup but it was constantly jittering because moving the wheel to the suspension point also moves the raycast which causes it to stop colliding. Then it falls and collides again and repeats this cycle. How are you implementing the softness to ensure the wheels come to a rest?
@marcoghislanzoniАй бұрын
@@bmxscape You need to calculate the average hit point distance along any vertical parallel to the suspension as SUM(distances of all hitting rays) / number of hitting rays. Once you have that distance, you use it as you would in a single raycast implementation.
@marcopala5432Ай бұрын
Could you make a tutorial on how to make it rideable? Because that's what i mostly need
@marcoghislanzoniАй бұрын
@marcopala5432 you can attach a rider skeletal mesh to it, using inverse kinematic to animate the arms. There are a few tuts around covering this aspect.
@marcopala5432Ай бұрын
@marcoghislanzoni thank you
@bmxscapeАй бұрын
Please if you find the time, a demo on the code for a multi raycast wheel is very needed
@BurkhaniddinАй бұрын
helle firs of all thank you for tuts. i have problam if i doo unit scale 0.01 in blender and import to ue5.5 car is so small how to fix that?
@marcoghislanzoniАй бұрын
@@Burkhaniddin after you set the scene to 0.01 you scale the car up by 100 and then apply rotation and scale. Export with scale 1.0 and it will get into Unreal with the proper size.
@AdrianTabacaruАй бұрын
Marco, I was scared even when thinking of doing this. Found your tutorial long time ago and saved for later. Now, I got courage to do this and thanks to you this works as a charm. Thank you so much! You are awesome!
@Bartu-h3fАй бұрын
Im using unreal engine 5.3 and it doesnt work can someone please help me
@marcoghislanzoniАй бұрын
@Bartu-h3f I don’t see why it shouldn’t work with UE5.3 or 5.4/5.5 for that matter. This is the beauty of kinematic vehicles, they are pretty much independent from the engine version.
@Bartu-h3fАй бұрын
@ thank you i think i will just check if i have done everythibg correctly
@predakinggaming5355Ай бұрын
Hey man the tutorial is great but can you make a new tutorial where it is more realistic rather than just a arcade sytle bike simulation ?
@marcoghislanzoniАй бұрын
This tutorial is based on what Chaos Vehicles can offer. For a more realistic simulation one would have to build a motorbike physics basically from scratch. While it is doable, it gets quickly very complicated, so not something I can easily cover in a tutorial.
@mimickedrealityАй бұрын
What would be the best method to have the wheel camber change based on the wheel position in the z axis. For example, as the wheel articulates up, the camber changes.
@marcoghislanzoniАй бұрын
@@mimickedreality I have another video on this channel covering wheel camber. You can make it proportional the the suspension compression so it is neutral at mid compression, negative when it goes further and positive when the suspension is partially unloaded. Something like: 2 * Camber max angle * [(1 - suspension length / max suspension length) - 0.5]
@mimickedrealityАй бұрын
@@marcoghislanzonithank you, Marco! That's very helpful to start wrapping my head around it. Do you know if there's an easy way to access the suspension compression data inside of chaos vehicles? Ive been trying to access through the vehicle component blueprint, but not sure where to look to get the suspension compression values per tick..or am I overthinking it? Thank you!!
@marcoghislanzoniАй бұрын
@@mimickedreality this information is in the wheel state.
@mimickedrealityАй бұрын
@@marcoghislanzoniThank you, Marco! I was able to access the suspension length and spring rate. Could you give advice on one more thing? If I wanted to simulate more control in the damping ratio..what would you recommend? Basically id like to simulate a fast/slow compression (rebound velocity?)and rebound that mimics real world compression adjusters on dampers, and don't want a one sized fits all damp ratio.Thank you!
@marcoghislanzoniАй бұрын
@ Per wheel? I don’t think the standard Suspension Constraint supports that, you will need to implement and integrate a custom constraint. Doable but definitely not trivial.
@stealthgamesaremyjam145Ай бұрын
Do you know of a way to drive up hill and down hill? I've tried myself by using a linetrace that shoots down from the vehicle to set the slope angle degrees on the Y rotation and set the relative rotation of the vehicle, but it's not perfect. driving up hill is very very slow compared to driving on a flat surface and down hill. Edit: I did also transfer all the code to a character BP because when I got to the end of the video my vehicle wouldn't move. After creating the character BP, It works animation are playing and the car moves as expected. The only thing that's hindering me is the driving up and down slopes. Edit: I'm watching your Kinematic Tank with Ground Sensing from Scratch (Part 1) Now. Sorry I jump the gun a lot
@stealthgamesaremyjam145Ай бұрын
I was rotating the mesh and not the collision capsule, I am now rotating the collision capsule and I works much better.
@BackyardBikingtrail2 ай бұрын
how would i get the scale of the bike to be 1 instead of 100? i cant seem to figure out how. everything looks good in blender and i used all of the things you said when exporting, and importing into unreal. thanks
@marcoghislanzoniАй бұрын
Set the Scene scale to 0.01 in Blender, then scale the bike x100, apply rotation and scale, export with scale 1.0.
@sachapierre84692 ай бұрын
Hey ! Is there a way to do the same thing, but including trace lines to do it from afar ? As in, a line pointing from the hands to the object, to which the user would be able to scale ?
@marcoghislanzoni2 ай бұрын
Yes, that is also possible, in the end you need to identify two points on the mesh and use their distance as a multiplier to stretch the mesh along the axis connecting them.
@揭俊浩2 ай бұрын
OMG How did I find you so late? Thank you for your tutorial that got me motivated again.
@Cheezel.012 ай бұрын
is there a way to reorient the bike? i have a rigged bike and character from maya (y up, z forward). when imported into unreal it's y axis is forward
@Cheezel.012 ай бұрын
i think i got it, import with a offset of rotation z -90. if there is a better way let me know. Also thanks for making this no BS Tut.. i'm hoping to add a character and custom animations. One step at a time
@marcoghislanzoni2 ай бұрын
@@Cheezel.01 that’s the way. Or you need to rotate it in an external software like Blender.
@shahmaarbaba2 ай бұрын
how to control wheel rotation when car in air or car is flip because when car in flip or in air so wheel still rotating nd i am talking about front wheel which are not effected by engine
@marcoghislanzoni2 ай бұрын
@@shahmaarbaba you have to override the animation in this case
@jlodrawing87692 ай бұрын
Hi Marco, amazing tutorial! It is all working really good for me, Thank you so much! I'm wondering can I setup the turret control outside of AnimBP? Because I need to setup additional animations but can't because it has taken the slot. Thank you!
@marcoghislanzoni2 ай бұрын
@@jlodrawing8769 thank you! You can always combine the animations (layering) or rotate directly the bones from the BP
@markplatts65202 ай бұрын
HI downloaded some of your assets and not having much luck - i followed both tutorials and could not get my tank to move at all - if i added and rigged my own mesh, what else would i need to do to make it work properly?
@marcoghislanzoni2 ай бұрын
@@markplatts6520 if you follow the tutorial exactly as is, it is guaranteed to work. If you make variations you may break it. I suggest you first follow as is and then make changes step by step.
@HomemadeKaze2 ай бұрын
Thanks. This helped me greatly!
@clutchchungus3 ай бұрын
In my unreal animation blueprint I'm having troubles with the orientation of my tire while copying the rotation of my physics tire to my actual tire. It seems like my tire is now no longer facing forward but to the side. I have been looking everywhere on how to simply change the z value by 90 degrees, but no matter what I do I cant get it to change. I have changed the z of both the physics bones by 90 and no change. Some help from anyone would be cool.
@marcoghislanzoni2 ай бұрын
@@clutchchungus double check the orientation in your 3D modeling application. Make sure you apply it. Also make sure the wheels and the root bone of the bike are oriented in the exact same way.
@clutchchungus2 ай бұрын
@@marcoghislanzoni Hi, Marco, thanks for the reply! I have actually already fixed this, but you hit the hammer right on the nail. All of my errors were blender side. After tampering with it for a bit I was able to get it working. Thanks for the reply regardless though, this video was more help than you know!
@Merialune3 ай бұрын
In version 5.4, my tank model floats far above the ground, and I had to set the height offset to -21000 to try to align it, but it still doesn't sit flush with the landscape. Even making tiny adjustments results in half of the model being either buried in the ground or floating slightly above it. Additionally, the tank seems to spawn in a different position in-game than where I placed it in the editor. Is there a fix for these issues? Thank you!
@marcoghislanzoni3 ай бұрын
I think the issue may be with the scaling of your skeletal mesh. Check the scale of its root bone. I don't see any potential difference between how this should work in 5.4 respect to any previous version.
@Merialune2 ай бұрын
@marcoghislanzoni scaling looks all right. I tried this with the asset you provided in the description and the base open world level and got it to work. however, as soon as I tried to add the blueprint to my level with a terrain I made in Gaea I got the same problems. The tank is either under the ground flickering or way above it and even changing minute numbers does not fix it
@marcoghislanzoni2 ай бұрын
@ I suspect something is off with the collisions of your imported terrain, but hard to tell without seeing them.
@Merialune2 ай бұрын
@marcoghislanzoni I've tried it with different terrains by importing a heightmaps and had the same problems with each. I thought it could be due to the tank not having level ground to start with so I gave it a flat platform. Even that did not work. I'll look over the collision
@atomictrooper11533 ай бұрын
Hey Marco, I'm having a problem getting the bike to stand up. A question related to this problem would be what do the collision sphere of the wheels do when it appears the radius of the wheel is entirely determined by the wheel blueprint?
@JesperRasmussen-p4b3 ай бұрын
Could i use this for making a snowboard if i change the friction? :D thank you
@marcoghislanzoni3 ай бұрын
@@JesperRasmussen-p4b there is technically no friction because it is a kinematic vehicle. If you make it slow down less quickly it can definitely simulate sliding on ice.
@JesperRasmussen-p4b3 ай бұрын
@@marcoghislanzoni THANK YOU!
@weirdfingercreations83673 ай бұрын
thank you for this.
@신태진-w2g3 ай бұрын
Sir In your other bike tutorial that uses the chaos vehicle, you added tiny square cubes to the axis of both wheels. In this tutorial you didn't. Why isn't this step needed in this case?
@marcoghislanzoni3 ай бұрын
This tutorial is based on a different technique and doesn't use Chaos Vehicles, so it doesn't need that.
@peixinhong81364 ай бұрын
hello, thanks for the video. the bike works fine on my side. I created it from a new project, with the vehicle pack. no problem. but when I wanted to migrate the bike to my main project (the starting pack is third person) there is a problem with the wheels. they jump, vibrate when I turn. the movement on the road is not fluid, jerky. I checked everything between the 2 projects, no difference. I checked the plugins, added the vehicle pack to the project, but I change. any idea? everything was done on version 5.4
@marcoghislanzoni3 ай бұрын
Difficult to tell. Maybe the physics asset still has collisions between the physics bodies? Check the constraints setup, ensure collision between constrained bodies is turned off.
@peixinhong81363 ай бұрын
@@marcoghislanzoni thanks for your reply, especially a year after the video was posted. i'm not sure where i can do this adjustment. the collisions for the constraints are set on query and physics, something like that. but i fixed the problem by following the advice of someone in the comments, @PatrykPonichtera, i set spring rate on the wheels to 80, and now it's correct, there are just little jerks sometimes.
@marcoghislanzoni3 ай бұрын
@@peixinhong8136 great to hear the community helped you to fix your issue!
@IHeartMoomins4 ай бұрын
This is an awesome tutorial! Question: is it possible to make the hovercraft follow a Spline? I'm trying to make it so that I can guide the player's hovercraft through an environment using a Spline, and only thing you can do is apply thrusters/stop. Could you possibly make a tutorial to achieve this? thank you once again for excellent video :)
@marcoghislanzoni3 ай бұрын
It is possible but you have to do it using physics functions or using the input to the hover vehicle for that. If you check out any spline following tutorial for Chaos Vehicles for example, you should be able to adapt it to this hover vehicle because the principles are the same.
@felipecruz95674 ай бұрын
dosen't work for me, the car keep bouncing around
@marcoghislanzoni3 ай бұрын
if you are applying this to a different vehicle with a different mass and mass distribution, you have to retune the suspensions (both stiffness and damping). Try to change those values until it is stable.
@felipecruz95673 ай бұрын
@@marcoghislanzoni thanks man!
@Ratan_art14 ай бұрын
There's a lack of tutorials on mobile game development with C++ in Unreal Engine. This is a great opportunity to create content and help others while growing an audience. Any suggestions on how to start? ( You create mobile games using Unreal Engine with C++. Currently, there aren’t many tutorials available on KZbin for this specific niche. This presents a great opportunity. By providing quality content, you can upload tutorials and grow your audience. )
@instancesofawol79684 ай бұрын
Nice, I managed to get the skid marks sorted on my chaos car, thing is, I don't know how fast i'm going because I didnt use the vehicle template and the car you are using. - I created my car from scratch myself and using the third person map, so my code looks different to yours. - but I got it working anyway, it's not perfect but the rest of the video where you converted your speed to match up the skid marks i can't do as I have no idea of my cars speed at all. lol.
@marcoghislanzoni4 ай бұрын
You can get the speed of your car by getting the speed of its physics body (Get Physics Linear Velocity) and then taking the dot product with the car's forward vector.
@auriatube4 ай бұрын
I just follow all the steps with high precission and my bike doesn't move, I can steering right and left but seems the Rear and Front Physics Wheels bones are not rotating to move the bike. Any suggestions?
@marcoghislanzoni4 ай бұрын
@@auriatube did you try with an own bike asset or with the one from the tutorial?
@deathswirl4 ай бұрын
Hey I loved the video thanks so much. I have a couple follow up questions but i'll be sure to check out your other videos to see if you covered them. 1. What if I wanted mouse control with the InCar cam, i tried to apply the same method that was used with the chase cam but I don't think it was possible with both cameras with this method 2. Is there a way to add a skeletoned rig to the car, for instance if I wanted to add the player in the cockpit 3. If so is there a way to constrain his hand position with the wheels turning?
@marcoghislanzoni4 ай бұрын
@@deathswirl 1. You can use the same technique on both cameras. 2. You can parent a skeletal mesh to the car mesh and have it sit in the car. 3. To have the hands follow the steering wheel you need to use inverse kinematic on the driver skeletal mesh. You can use control rig or the FABRIK animation node.
@games4bosses894 ай бұрын
For some reason when I add the physics wheel bone references 32:14 to the chaos script I lose collisions with my wheels. I have collisions without the reference and the debug sphere still shows up if the collisions aren't working. Any ideas on how to fix it?
@crazyguy75854 ай бұрын
sir how can i add collision like jump from ramp right now its pass throw ever thing
@marcoghislanzoni4 ай бұрын
Watch my tutorial on the raycast tank, you can use the same technique to make the bike sense ramps and slopes.
@crazyguy75854 ай бұрын
@@marcoghislanzoni i already buy ur copper system can u improve or add copper drifting please.
@marcoghislanzoni3 ай бұрын
@@crazyguy7585 To this one or to the Chaos Vehicles one? Drifting with Chaos Vehicles is quite tricky, let alone on a motorbike. Need to figure out how to do it.
@burhan3d9304 ай бұрын
In my case it works good on even landscape but as soon as It reaches Hill or mountain of my landscape it starts jittering on Z axis like up and down throughout the way, Can you please tell me where I went wrong?. I loved the tutorial by the way.
@marcoghislanzoni3 ай бұрын
If you are on the edge of a very pointy mountain, the line trace may go from one side to the other quickly, hence the jittering. You can introduce a bit of smoothing in the traces by averaging the normal values across multiple frames or adjust your landscape to avoid such situations.
@siba28934 ай бұрын
Hey Marco, your tutorials are amazing! I was wondering if you will continue making VR tutorials? Currently trying to learn about it and well I love your content.