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-h3f4 күн бұрын
Im using unreal engine 5.3 and it doesnt work can someone please help me
@marcoghislanzoni2 күн 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-h3f2 күн бұрын
@ thank you i think i will just check if i have done everythibg correctly
@predakinggaming53556 күн 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 ?
@marcoghislanzoni6 күн 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.
@mimickedreality7 күн 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.
@marcoghislanzoni6 күн 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]
@mimickedreality6 күн 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!!
@marcoghislanzoni6 күн бұрын
@@mimickedreality this information is in the wheel state.
@mimickedreality3 күн 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!
@marcoghislanzoni2 күн 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.
@stealthgamesaremyjam1459 күн 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
@stealthgamesaremyjam1457 күн бұрын
I was rotating the mesh and not the collision capsule, I am now rotating the collision capsule and I works much better.
@BackyardBikingtrail17 күн 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
@marcoghislanzoni13 күн бұрын
Set the Scene scale to 0.01 in Blender, then scale the bike x100, apply rotation and scale, export with scale 1.0.
@İsimsiz-amp19 күн бұрын
Good tutarial
@marcoghislanzoni19 күн бұрын
Only "good"? 😛
@sachapierre846921 күн 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 ?
@marcoghislanzoni20 күн 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27 күн бұрын
OMG How did I find you so late? Thank you for your tutorial that got me motivated again.
@Cheezel.01Ай 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.01Ай 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
@marcoghislanzoniАй бұрын
@@Cheezel.01 that’s the way. Or you need to rotate it in an external software like Blender.
@shahmaarbabaАй 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
@marcoghislanzoniАй бұрын
@@shahmaarbaba you have to override the animation in this case
@jlodrawing8769Ай 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!
@marcoghislanzoniАй бұрын
@@jlodrawing8769 thank you! You can always combine the animations (layering) or rotate directly the bones from the BP
@markplatts6520Ай 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?
@marcoghislanzoniАй 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.
@HomemadeKazeАй бұрын
Thanks. This helped me greatly!
@clutchchungusАй 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.
@marcoghislanzoniАй 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.
@clutchchungusАй 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!
@MerialuneАй 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!
@marcoghislanzoniАй 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.
@Merialune29 күн 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
@marcoghislanzoni28 күн бұрын
@ I suspect something is off with the collisions of your imported terrain, but hard to tell without seeing them.
@Merialune28 күн 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
@atomictrooper1153Ай 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-p4bАй бұрын
Could i use this for making a snowboard if i change the friction? :D thank you
@marcoghislanzoniАй 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-p4bАй бұрын
@@marcoghislanzoni THANK YOU!
@weirdfingercreations8367Ай бұрын
thank you for this.
@3amael2 ай бұрын
Amazing tutorial and wonderful presenter.
@신태진-w2g2 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?
@marcoghislanzoni2 ай бұрын
This tutorial is based on a different technique and doesn't use Chaos Vehicles, so it doesn't need that.
@peixinhong81362 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
@marcoghislanzoni2 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.
@peixinhong81362 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.
@marcoghislanzoni2 ай бұрын
@@peixinhong8136 great to hear the community helped you to fix your issue!
@IHeartMoomins2 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 :)
@marcoghislanzoni2 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.
@felipecruz95672 ай бұрын
dosen't work for me, the car keep bouncing around
@marcoghislanzoni2 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.
@felipecruz95672 ай бұрын
@@marcoghislanzoni thanks man!
@Ratan_art12 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. )
@instancesofawol79682 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.
@marcoghislanzoni2 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.
@auriatube2 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?
@marcoghislanzoni2 ай бұрын
@@auriatube did you try with an own bike asset or with the one from the tutorial?
@deathswirl2 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?
@marcoghislanzoni2 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.
@games4bosses892 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?
@crazyguy75853 ай бұрын
sir how can i add collision like jump from ramp right now its pass throw ever thing
@marcoghislanzoni2 ай бұрын
Watch my tutorial on the raycast tank, you can use the same technique to make the bike sense ramps and slopes.
@crazyguy75852 ай бұрын
@@marcoghislanzoni i already buy ur copper system can u improve or add copper drifting please.
@marcoghislanzoni2 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.
@burhan3d9303 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.
@marcoghislanzoni2 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.
@siba28933 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.
@comalab23873 ай бұрын
why is the wheel rotation so fugly?
@marcoghislanzoni3 ай бұрын
Did you turn off motion blur?
@VanessaCartell4 ай бұрын
Sorry to bother but I'm just interested why and how the cloth can't interact with the environment anymore with the new chaos physics because my player character interacts perfectly with the cloth and if I copy the player character multiple times in a level and put them as a stationary wall if works great so what I'm getting at is what exactly is element of the player character that makes it able to interact with the cloth and can't it be applied to a normal object?
@doubla8714 ай бұрын
I wish that I had found this video when I first started on my game, it would've saved me so much time! On a separate note, do you have a solution for the capsule being off center when dealing with smooth locomotion? I'm so close to having the base character for my game complete. The funky collision is the only issue I have left. Thank you for your contributions to UEVR development!
@rajeshwaridatta88494 ай бұрын
How to make the bike fall on left or right side?
@FPChris4 ай бұрын
For me using FABRIK with world space causes jittery when I move or rotate.
@BennettJacobsen4 ай бұрын
Got a question: When I select "Show all bones" at 6:45, the car I've imported doesn't have Wheel bones for some reason. It has a bunch of other bones (steering wheel, mirrors, doors, etc.) but not wheels. Is there a way to create a new bone from scratch and just position it where the wheels are on the car? Or do bones HAVE to be pre-existing in order to attach a shape? Alternately, I have a separate car model I've imported that I can use instead, but this one has all of its Physics Assets attached in separate files in the Content Browser. Meaning, this one DOES have wheel bones, but in a separate Physics Asset than the body bones. So it feels like there should be a way to merge two Physics Assets from the Content Browser, but I can't seem find a way... (Sorry, I'm very new to UE5 and game engines in general)
@marcoghislanzoni4 ай бұрын
If you have the various parts of your car (like the wheels) parented to the body and you import the FBX asset to Unreal forcing it to be a skeletal mesh, Unreal will automatically create the corresponding bones for you. The parts have to have their own pivot point, that's where the bone will be created. I have another tut on this channel showing how to do it for vehicles in Blender.
@dalencon5 ай бұрын
I loved your videos, you have a very good didactic rhythm, if you have more time, keep doing the videos, I really enjoyed them! Thank you very much!
@genkidama73855 ай бұрын
wow, bro, surgical edit. best of the best.
@hoandpgp5 ай бұрын
Hi @marcoghislazoni could you please tell me how this Kinematic car approach is compared with using the Chaos Vehicle?
@marcoghislanzoni4 ай бұрын
With a kinematic approach you have full control on how the vehicle behaves independently from the physics engine. For example, you could easily add some drifting capabilities which with physics are extremely tricky to reproduce. On the other hand, when going the kinematic way you don't have full support for collisions or other interactions with physics simulating actors. Which one to choose (kinematic vs. physics, including Chaos Vehicles) depends on your application.
@marcapouli78055 ай бұрын
Marco, grazie mille per questo tutoriale !! My bike works well, I also added working suspensions but I have a major issue I can't fix. When stoped if I turn left or right and begin accelerating the bike turn but can't take speed (max 6 km/h) and if I turn at high speed (45 km/h, it is a moped) the vehicle looses speed (until it reaches 6 km/h). I've tried to play with the arcade settings and friction parameters in wheel BPs without success, I hope someone has a suggestion. Thanks
@marcoghislanzoni4 ай бұрын
This is connected to how Chaos Vehicles handle tire friction. If you try to accelerate while fully steering the lateral friction of the front tires acts against the longitudinal friction of the rear tire. You can try to increase the driving torque or, better, give a bit of driving torque also to the front wheel (say 20%). It is not fully realistic but it should do the trick.
@marcapouli78054 ай бұрын
@@marcoghislanzoni Thank you for the answer! I just tried as you said but I don't get any difference. I enabled "affected by engine" in the front wheel BP, set the driving to "all wheel drive" with 80/20. I also tried fully front wheel drive. I tried also to decrease the friction on the front wheel but then it doesn't turn anymore. I'm not looking for realistic behavior anyway, but if I increase the driving torque, then my mopped will be too overpowered on straight line.
@mam9zyc5 ай бұрын
hi Marco! amazing tutorial, thank you for this! Did i miss something or what am i supposed to do so my pawn will be falling, colliding, etc? for now no matter where i move it's not coliding and stays on X-axis even if there's no ground underneath :) would appreciate your help/answer mate, thank you!
@mam9zyc4 ай бұрын
i actually figured it out, but could you let me/us know how to limit the speed while reversing please?🙏🏻
@DevRu07Ай бұрын
can you guide me the collision? it just overlapping with all the object
@csflorentin5 ай бұрын
My bike keeps on going sideways, I try to find where the axis are no properly match but can find it
@joshuawarde21545 ай бұрын
this is awesome, but i was wondering how you would do drifting/power sliding with this setup. since it's not physics-based, how would you get that consistent turning while being able to adjust it until the "drift" button was released?
@marcoghislanzoni4 ай бұрын
You will need to implement your drifting/power sliding into the car's rotation. Say that you have a drifting/power sliding button, as long as you press it, you look at the steering angle and use that information to apply some extra rotation to the car (either in the same direction or in the opposite direction respect to the steering). I always wanted to do an add on tutorial covering drifting, maybe it is time for it.
@yozarsef_15 ай бұрын
The car moves along the x axis forward, which means it moves to the side!? is there a solution?
@marcoghislanzoni4 ай бұрын
You may have imported it with the wrong orientation. The car should face the positive X direction (red axis).
@djtc20935 ай бұрын
How could you set this up for tank traps so that they deform on sharp surfaces?
@djtc20935 ай бұрын
Excellent as always. Could you show us how to get the tank tracks to deform when moving over terrain and sharp objects. Tracked vehicles is something that Unreal has noooo documentation on.
@marcoghislanzoni4 ай бұрын
You can do a line trace for each "wheel" and use that information to deform a spline mesh which is used to implement the tracks. A different technique would be to still do the line traces but use the information to deform the track via the material world offset.
@eko72975 ай бұрын
Do you have any Tutorials for a Player sitting on the Bike? Not even an animation just press a key and player snaps on the bike.
@mam9zyc4 ай бұрын
try to put your character skeletal mesh as component in your bike bp, set the pose so it's sitting, turn on 'hidden in game' and then turn off 'hidden' while presing the key- shortcut but you know what i mean, i did it with my game and it works fine, hope it helps
@KZaan-kp3lx5 ай бұрын
Also the collision for the car isnt working :(
@marcoghislanzoni5 ай бұрын
Collisions work but they just stop the car in place, they do not provided the typical “bounce” of a physical collision.