Hover Vehicle 2022 Edition from Scratch - Unreal Engine 5 Blueprints Tutorial

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Marco Ghislanzoni

Marco Ghislanzoni

Күн бұрын

Пікірлер: 155
@hexicore789
@hexicore789 8 ай бұрын
Hey all, Im using 5.4 and when I set the Speed to Force Factor to 75000 it really messes with the physics, the line traces start shaking left to right, gradually getting faster and faster until the car shoots into the void lol For those having the same problem, setting it back to 50000 seems to fix it ;D Great video man, I can now pretend I understand physics lol
@ruslangolovchenko6797
@ruslangolovchenko6797 2 жыл бұрын
Thanks for the lesson, the idea presented was well known to me, but the lesson made this idea even more perfect!
@nathanwalker6208
@nathanwalker6208 2 жыл бұрын
Hey Marco! Great tutorial thanks :D I can confirm you can still follow this tutorial using Unreal Engine 4 (version 4.26) hope that helps someone :)
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
Thanks Nathan!
@3amael
@3amael 2 ай бұрын
Amazing tutorial and wonderful presenter.
@SoloWing88
@SoloWing88 11 ай бұрын
Super helpful, even if I needed to sit down and watch all of it
@marcoghislanzoni
@marcoghislanzoni 10 ай бұрын
Hope it was time well spent ;-)
@SoloWing88
@SoloWing88 10 ай бұрын
@marcoghislanzoni since then I did sit down, watched it, and yes it was time well spent
@joetainment
@joetainment 2 жыл бұрын
This video/lesson is *stellar* man. Great work, thanks for the info. 🙂
@rotarydev3891
@rotarydev3891 3 жыл бұрын
This is amazing!! Thanks an absolute ton of bricks!!! You rock man!
@bluehornet03
@bluehornet03 Жыл бұрын
To make it a little more predictable you can in the hover component add ref to body(get velocity component) * (Get world Delta Seconds) and add it to he start & End Location of the line trace.
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
That would work well for linear movements, but if you are cornering very close to something like a curb/edge, the risk is that the raycast will happen up the edge and produce a jump in the suspension when actually it should not. On the other hand if you have a high speed mostly linear driving game and need some more prediction when going up/down steep slopes, this would work well.
@tacg6799
@tacg6799 2 жыл бұрын
I finished the tutorial and my hovercraft is working perfectly !, now I need to understand why lol, but seriously thanks for the tutorial
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
I have done my best to explain some of the underlying "theory" in the tutorial, but I needed to focus on the practical part rather then on the "why's". If you you have the chance to watch the tutorial a second time and play a bit with the physics, it may help you to learn more about why certain things are done in certain ways.
@saitkayhan
@saitkayhan Жыл бұрын
it all works great until 52:15. before trying to fix the reverse steering it works fine. i can turn right or left without problem. and when going backwards it has the same problem(inversed). but after i fix it like in the video it turns right when i press ''A'' too.
@saitkayhan
@saitkayhan Жыл бұрын
should i switch to new input system to make it work? i don't understand before fixing that it's all normal.
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
Difficult to say what the problem could be without seeing your code. Double check that you copied it properly from the tutorial, especially the signs and the math operators.
@GordonSeal
@GordonSeal 3 жыл бұрын
Alright after testing it extensively, I think this needs two or three more things to be really useful for hovercrafts that hover higher & move over bigger obstacles. When the hovercraft moves over a large obstacle or a large gap, in some situations it tilts & the front thrusters do not give enough force anymore, while the rear thrusters give too much, making the whole hovercraft flip over. To fix this, I would suggest to do: 1. A clamp in the hoverforce, so that it doesn't push over the craft in cases the craft is flipped in a -45° angle or more. 2. A lower but constant "add force at location" that is also applied when the linetrace does NOT hit the ground. 3. A general stabilizer, which stabilises the craft not only in forward movement but also from rotating too violently. Generally though to create a really stable hovercraft in all situations is really difficult, and one would need to write a lot of custom logic for that. Oh well, I guess I know what I'm going to spend the next few weeks on. :D
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
Hi Gordon, many thanks for your message and feedback. What we are creating in the tutorial is meant to be a starting point to evolve from. There are many possible variations to an hover vehicle depending on your game dynamics, player interaction, sought handling etc. If this was a commercial product (e.g. sold on the Epic marketplace) I would have added many more options to it and added any sort of tweakable behavior like those you list, but to stay within a decent time for a tutorial and to show how to create a hover vehicle from scratch, I had to compromise on what to add and what the leave out. I am anyway glad that it served as an inspiration to you and I am looking forward to seeing your own customized version of a hover vehicle.
@nahuidominquezunzeta1992
@nahuidominquezunzeta1992 Жыл бұрын
One question how can you put a clamp in you hove rto be able to restrict the movement of the motorcycle and that it does not move when it is upside down? as you have explained it at pont 2. but more especific pls i have the same problem
@sahinerdem5496
@sahinerdem5496 2 жыл бұрын
Thank u very much, i have to watch several times to accomplish and develop further for my own, my most thanks is about i've learnt how to create component to use for any actor. Regards.
@Stygmire
@Stygmire 9 ай бұрын
Thank you very much for this lesson!
@EthanFilms
@EthanFilms 3 жыл бұрын
I made a mini game designed entirely around your first hovercraft tutorial. I made a sci Fi home in the middle of a desert alien planet with a little yellow hover speeder to explore it with. Couldn't have done it without you. I have a video up if you'd like to see it
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
Cool! Then you are going to link this new tut. ;-) Would love to watch your video. Share a link here please.
@EthanFilms
@EthanFilms 3 жыл бұрын
@@marcoghislanzoni kzbin.info/www/bejne/oXulcodpYtCfotU
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
@@EthanFilms Watched it, really cool! Well done. :-)
@hunterk3846
@hunterk3846 10 ай бұрын
Great tutorial Marco! I was wondering if there was any simple way to implement some kind of acceleration with the vehicle so that it starts slower from a stopped position and slowly ramps up speed. Braking would also be something to implement along with this, so that the slow down speed also ramps down to a stop rather than stopping so abruptly.
@marcoghislanzoni
@marcoghislanzoni 9 ай бұрын
Finterping to a target speed may be the easiest way. By using a low interpolation speed you can achieve an acceleration and deceleration effect.
@ps5games821
@ps5games821 3 жыл бұрын
Great tutorials Make more tutorials please
@oddbutawesome01
@oddbutawesome01 Жыл бұрын
Great tute! Thank you. I have an issue I will look at in the morning as it's getting late now. When I flip back to upright my hover tank doesn't sit flat to the ground anymore. it is almost like one of the hover engines breaks after flipping and the vehicle is leaning and then behaves like a car would with a flat tyre. Cool if I wanted to build in damage but I was hoping it would return to a horizontal state. Thanks again! :)
@YounsouProd
@YounsouProd Жыл бұрын
Hi, how can I add a brake light with this configuration while keeping the reverse gear? I tried with an emissive light on axis brake but the vehicle does not move back (I use EnhancedInputAction for all inputs, and for IA_break I plug in set target speed)
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
Check the settings in the vehicle movement component. There is one called used brake as reverse.
@YounsouProd
@YounsouProd Жыл бұрын
@@marcoghislanzoni thx ;)
@IHeartMoomins
@IHeartMoomins 2 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 :)
@marcoghislanzoni
@marcoghislanzoni 2 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.
@GonziHere
@GonziHere 3 жыл бұрын
Thanks for sharing, but I'm not really fond of the result. It drives like a car, just with hidden wheels, so to speak. I was also toying with hovering, but I was using the idea of target altitude, where the vehicle would use the thrusters to achieve it. I've also added some calculations as to when to cut the thrust so that it won't overshoot, etc. and the end result was more "hover like" IMO.
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
This tutorial is just a starting point and one of the many ways to do it. You seem to be experienced enough to modify the hovering code to maintain a stable height from the ground. This can be achieved by prolonging the line trace and having the spring apply a force also when extended (negative compression).
@marktobin9485
@marktobin9485 10 ай бұрын
Hello Marco, Thank you for the great tutorial. I've found this and the others that I've watched, very informative and enjoyable. I'm having difficulty trying to adapt the hover vehicle to act more arcade car-like, with punchy acceleration and a stronger sensation of inertia that the brakes need to fight against. For example acceleration would be something like 3 seconds to top speed and then from there, 5 seconds to brake to a full stop or 12 seconds to come to rest when coasting. I’ve got a hacky solution in place using timelines and with either the input axis or the Speed to Force float variable inside of the movement component. Any advice on how to manage this would be greatly appreciated. Keep up the great work!
@marcoghislanzoni
@marcoghislanzoni 9 ай бұрын
Difficult to advise without seeing your project. In general, the higher the force you apply, the higher the acceleration (mass stays the same). The lower the application point of the force respect to the center of mass, the higher the pitch effect when accelerating or braking. The higher the lateral friction (grip) the more prominent the roll effect on the body during steering.
@Pink09566
@Pink09566 2 жыл бұрын
Hello, thank you for creating this video! I'm currently having an issue where the line traces from the Hover Components only attempt to hit the center point under the vehicle, even when placed far away from one another. It causes the vehicle to have an unstable hover and occasionally shoot into the atmosphere. Do you know why this could be?
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
You are welcome! Difficult to know what your problem could be without seeing it. I guess there is something wrong with either the direction of the ray (should be along the UpVector) or their origin point. Double check the code before and after the Line Trace by Channel of the hover component, the problem is very likely there.
@ajplay5916
@ajplay5916 3 жыл бұрын
Hello again! Your videos is amaizing and helped me a lot! I am learning UE4 not so long time,in youtube is alot of videos about saving game,variables... But i can't find any lessons about simple saving. For exemple if i have linear game with static 100+ levels,and how to save completed level and continue from it. Maybe you can make a video about it. I think its will help alot of people. Sorry for my English!
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
Not sure this is something I will cover shortly. In the meantime here is a useful link for you: docs.unrealengine.com/4.27/en-US/InteractiveExperiences/SaveGame/
@nnarcus
@nnarcus 10 ай бұрын
Hello Marco! I'm a total beginner and your tutorials have been great in helping me getting a basic understanding of Unreal Engine, so thank you! I have some issues though. I've been using this as a fundamental for an arcade racing game with simulated physics. It works out great simulating suspension, however when you jump from a ramp or bounce off the track into the air the "car" will fly, drift, and spin around in the air. I realize that the MovementComponent using Forward Vector makes the "car" act like a rocket, but I've disabled Thrust input in the air and yet there are somehow forces acting on the car making it fly and spin around in the air. Do you have any suggestions on what to make it act more like a car and not fly/spin in the air? Thanks!
@marcoghislanzoni
@marcoghislanzoni 10 ай бұрын
You need to track whether there is ground contact and if there isn't, disable forward and lateral control until you gain it back. I have this implemented in the downloadable version but with a bit of work you can try to add it yourself.
@nnarcus
@nnarcus 10 ай бұрын
@@marcoghislanzoni Hello Marco, thank you for your response. I got your downloadable project and was able to study it. However, I would like to add the blueprints to my project, but trying to migrate it breaks the BP_HoverVehicle and the component references. I need to add the components and recreate the nodes from scratch. It works ok but I'm stuck at trying to connect the "For Each Loop" node's Array Element to the boolean " Get Is Grounded". Do you have any suggestion on how to import your blueprints to a project of my own?
@marcoghislanzoni
@marcoghislanzoni 9 ай бұрын
@@nnarcususing the Migrate function in the editor usually works properly and maintains all the references.
@솨-e7b
@솨-e7b 2 жыл бұрын
Hi Marco, thanks for the tutorial. I have reproduced your work and it works great on even surfaces and gentle slopes. However it is unstable and flips or starts rotating on its on in the air when it hits a wall or makes a jump when it goes over an obstacle. I know this vid is from an year ago, but could you give some directions on how to tackle this? I already tried lowering the centre of mass and adjusting the mass.
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
You need to detect when the hover vehicle is "on the ground" and when it is flying. When it is flying you need to disable the hover force and the lateral friction force. I have this implemented in the downloadable project, but it is not difficult to implement it in the tutorial project as well.
@솨-e7b
@솨-e7b 2 жыл бұрын
@@marcoghislanzoni I wasn't expecting you to reply ! Thanks for your suggestion, I will definitely try it out!😍
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
@@솨-e7b I am answering all comments to my tutorials ;-)
@bestpianolpieces
@bestpianolpieces 2 жыл бұрын
So when my car drives up an angle like i dont know 30 degrees my car just flys in the air and makes weird flips
@lastminhero2880
@lastminhero2880 2 жыл бұрын
great video im trying to adapt it to a hover board but i have a problem where it dosnt redirect its momentum so if i try to turn to a side it dosnt follow the forward direction
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
It's difficult to advise on changes/adaptions without seeing which modifications you made. Anything you can show/share?
@iceman11a
@iceman11a 2 жыл бұрын
anyone has an idea on how to set this up so you can get in the hovercraft and drive it, and then get out of it. I wanted to use my Interact key E. to get in it.
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
There are many tutorials already on entering / exiting vehicles. The technique is the same.
@DomAnt2
@DomAnt2 Жыл бұрын
hey Marco , thanks for maintaining such a stellar tutorial series for so long I'd like to pick your brain about unstable framerates. I have recreated the hover vehicle setup in the tutorial following your instructions - so far so good, but the simulation seems to fall apart rather easily if there is any fluctuations in framerate, and seems to be delivering ever so slightly different results at something like 30fps vs 144fps I reckon this is what world delta seconds node is for - I'm wondering if there are any pointers you could share towards having more consistent, framerate independent behaviour, or if perhaps I am reading too much into it? :) Thanks again!
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
The problem is with the damping factor which is intrinsically time step dependent. You can try to adjust it in relation to delta time, but the real solution is to use Async Physics so the “suspension” calculations can happen at a fixed delta time independently from the game frame rate.
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
The elaborate further, turning on Async Physics is not enough. You need to move the time critical suspension code to the Async Physics tick. This plugin helps to do that in BP: github.com/Mr-Craig/AsyncTickPhysics
@DomAnt2
@DomAnt2 Жыл бұрын
@@marcoghislanzoni Thank you, very useful insight. I'll get to reading!
@zalansari6454
@zalansari6454 2 жыл бұрын
​ @Marco Ghislanzoni Hey Marco.. another great tut!!! Would u please b able to explain why my Static Mesh object would become jittery and start to move by itself?!?!? I noticed the same thing happened when i created the static mesh and followed your bike tut. Are my project files becoming corrupt or does the jittering have something to do with collisions and/or gravity? I read on the Epic Unreal forums that by turning off Gravity, that solves the jittering issue, which i can confirm it does, but then i lose other functionality that having gravity turned on, affords me. Is jittering a normal occurrence? I noticed it only happens with the Pawn BP Class and not with Actor or Character BP Classes. Is this a UE bug or something i am missing? As always, much thanks in advance!!!!!!
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
I could think of few reasons this may happen, mostly related with performances. It should not happen with any kinematic actor (the bike from my other tutorial or the standard mannequin from Epic, which also moves kinematically). Difficult to say without seeing a video and code from you.
@zalansari6454
@zalansari6454 2 жыл бұрын
@@marcoghislanzoni Hi Marco, appreciate the response. So i figured it out, or more accurately... stumbled upon it. Apparently, recreating everything from scratch, in a new file, eliminated the issue. Its a shame that its possible for maps, meshes and objects in general can become corrupted and the fix is to recreate everything. So everyone be careful of these ghost errors that drive u crazy, perhaps recreating it from scratch will fix it.
@silviuwdrk
@silviuwdrk 6 ай бұрын
Hi! Nice tutorial man!! I have a question. I found something that I don't know exactly how to solve. when i have a 45° ramp and after a 90° wall, the hover will climb it slightly and too fast, this will lead to a big jump. do you know how to reduce or remove force for angular surfaces?
@marcoghislanzoni
@marcoghislanzoni 6 ай бұрын
Sure. You can use cosine of the pitch angle of the hover vehicle as a force multiplier. If the angle is 0 (flat surface) the cosine is 1 and the force is unchanged, if the angle is 45 the cosine will be 0.70 ca. and the force will be 30% lower. For a steeper effect you can use the square of the cosine.
@swrcPATCH
@swrcPATCH Жыл бұрын
What if I wanted to make this multiplayer ready? Then there is no way to use simulate physics. How could I achieve that then?
@samuelmonneau3711
@samuelmonneau3711 Жыл бұрын
Hi Marco ! Great stuff thanks. I've got a question : UE5 changed its way of dealing with inputs and now uses Inpuct action and Input mapping context assets to setup the controls. How does it translate into the player input in your tutorial ?
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
Yes, UE5.1 has introduced the new Enhanced Inputs, which are set up differently from the previous simple inputs. You can either turn Enhanced Inputs off, which I do not recommend, or look up a simple tutorial on how to set up the new inputs. It is not difficult, just requires more steps.
@samuelmonneau3711
@samuelmonneau3711 Жыл бұрын
@@marcoghislanzoni thanks :) I managed to do it
@ostapbender1649
@ostapbender1649 2 жыл бұрын
BTW, i have a strange bug. The hover vehicle just flight away sometimes. I think it's a trouble with Stabilizer BP. Its looks like car start trimble horizontal directions from side to side.
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
Are you able to reproduce the bug and show it to me? Or does it happen randomly? How does your terrain / driving surface look like?
@ostapbender1649
@ostapbender1649 2 жыл бұрын
@@marcoghislanzoni f... youtube remove links on dropbox with me project. :(
@TamberCave
@TamberCave 2 жыл бұрын
Hey, quick question - how easy would it be to exclude certain objects from being "hoverable" on(not sure how to phrase that)? For instance, if there were smaller objects you could collide into but if you flew over/dodged them they wouldn't increase your hover height. Hope that makes sense, thanks!
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
Since we are using the visibility channel for the raycasting (hover component), if you place small objects that do not block the visibility channel (collision settings) they will be ignored.
@saitkayhan
@saitkayhan Жыл бұрын
also is there a way to limit the rotation of vehicle in x and y axis so it can't turn over? i know in BP on the details panel of body mesh we can lock x and y rotation but i want it to be able to rotate between some degrees. for example in x axis 30 degree in y axis 70 degree or something like that.
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
With the same principle of the other components, you can create your own stabilization component which applies a counter torque if the vehicle rolls or pitches more than X degrees.
@CrisVorttex
@CrisVorttex 8 ай бұрын
Hello! My car just falls to the ground. I've checked the code, I've adjusted all the values ​​many times but it doesn't seem to affect anything. If I look at the position of the object it changes a little, but it is a minimal change. I've contacted you on discord. Thx!!!
@marcoghislanzoni
@marcoghislanzoni 8 ай бұрын
I suspect some mass related issue. The settings of the spring + damper system are mass related, if you mass is different you need to adjust them (up for a higher mass).
@carlosdavidlangain8748
@carlosdavidlangain8748 Жыл бұрын
Thank you so much for this tutorial, however, I'm having an issue when assigning the inputs, when I press W (or A/S/D) for movement, even if I just press and release the key, my vehicle will continue to move until I press any of the other keys, and then the vehicle will move unstoppably on that new direction. Would you happen to know why that might be? Thanks again.
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
As we are using a target velocity it may be that you are not setting it to zero when the key is released.
@carlosdavidlangain8748
@carlosdavidlangain8748 Жыл бұрын
@@marcoghislanzoni Thanks!
@ut40kgeodav
@ut40kgeodav 2 жыл бұрын
Thanks Marco, have a problem with UE5-P2, when adding the axis input i can't link to a multiply node (single precision), think the axis input gives a single but the multiply needs a double, any tips , cheers
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
Right click on the bottom pin of the multiplication, the last option allows you to change the pin type. Set it to float single precision.
@ut40kgeodav
@ut40kgeodav 2 жыл бұрын
@@marcoghislanzoni Thanks, i completely missed the part of clicking on the pin, your a start
@ostapbender1649
@ostapbender1649 2 жыл бұрын
Thanx! But what if i need skeletal mesh for howercraft? I dont understand how setup collision and phisics. And one more thing - if i set thruster speed to 3000 then i see camera twitch when car booster activate. How can i fix it?
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
If you use a skeletal mesh the physics/collisions are set up inside the physics asset. For the rest it is pretty much the same. The camera twitch may be fixed by setting the tick group of the Spring Arm to Post Physics.
@ostapbender1649
@ostapbender1649 2 жыл бұрын
@@marcoghislanzoni Thanx!
@GordonSeal
@GordonSeal 3 жыл бұрын
EDIT: Got it eventually to work by using vastly different values for stiffness and dampening, and by setting angular dampening to 1 in the physics settings.
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
Are you using 4.27-Chaos? Yes, you may need to tweak the value for stiffness and damping of the "suspensions". Start with 0 damping and gradually increase stiffness until the vehicle oscillates up and down in a stable manner. Then add some damping to stop the oscillations. That should work but the final values may be different from PhysX.
@GordonSeal
@GordonSeal 3 жыл бұрын
@@marcoghislanzoni I'm using 4.27 physX, my thought was that UE5 is using Chaos and not physX anymore. After a lot of tweaking I got it to be relatively stable with a stiffness of 300k, a dampening of 11k and by using angular dampening in the physics settings. Any higher values and it spins out of control when hovering over uneven surface, like big rocks. Anyway, thanks for taking the time to make this tutorial, it was very clear and easy to understand. :)
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
@@GordonSeal my bad, I didn't read your initial comment properly. Yes, UE5 is using Chaos Physics by default while any earlier version which is not labeled as "Chaos" uses PhysX by default. Due to the differences between the two physics engine it may be needed to adjust stiffness and damping as said. Glad you found the settings that work for you. :-)
@juanramosart
@juanramosart 2 жыл бұрын
Thanks for the tutorial Marco! How can I add lateral displacement to the vehicle instead of turning?
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
You are welcome! Yes, you can, in the same way we did the forward/backward movement, but when sliding laterally you need to deactivate the lateral stability component otherwise it will fight against it. You can reactivate it at the end of the lateral movement.
@juanramosart
@juanramosart 2 жыл бұрын
@@marcoghislanzoni Thanks Marco but I couldn't. I have tried inside the BP_MovementComponent adding a new one called LateralSpeed similar to the CurrentSpeed but with the RightVector instead of the Forward Vector and adding a new force but I have not succeeded. It moves like diagonally to the right but only when I try to go forward or in reverse when I go backwards, but the new controls I added for it don't do anything. PS: I deactivated the Lateral Stabilizer.
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
@@juanramosart I would need to see your code to check what may be wrong. Get in touch via Discord vr_marco#8894
@VVLGANESHK
@VVLGANESHK 3 жыл бұрын
Are you making with flying pawn component ? If so please make sound based on speed of hover. It's not same as vehicle component system. 😭
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
Not really, this is a physics based hover vehicle with a custom movement component. It is pretty easy to add a sound based on the speed of the vehicle. Speed retrieval and setting is shown in the tutorial.
@VVLGANESHK
@VVLGANESHK 3 жыл бұрын
@@marcoghislanzoni Activated reminder
@twintek1099
@twintek1099 Жыл бұрын
Does this still work with the new Enhanced Input?
@nahuidominquezunzeta1992
@nahuidominquezunzeta1992 Жыл бұрын
if i want to do a hover motorcyvle i can put only 2 hover components one in fornt and the other at back, that works wel? or i need the 4 hover components?
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
You could, but it will become unstable as it cannot automatically balance on 2 components. You will need to create a stabilization system for it.
@mozthoven2414
@mozthoven2414 11 ай бұрын
How could i get control of the pitch while in air? is it super complicated?
@marcoghislanzoni
@marcoghislanzoni 10 ай бұрын
You can add an air control component like we did it for the others and have it apply a torque around the right axis of the hover vehicle based on the player's input.
@mozthoven2414
@mozthoven2414 10 ай бұрын
thank you so much! one thing i noticed was my craft, Im using a snowboard, it gets off center a little bit and makes it impossible to steer when i hit a bump, i decided to lower the hover distance closer to the ground and it corrects itself about 95 percent of the time. is there another way to correct this?@@marcoghislanzoni
@Vohaul214
@Vohaul214 2 жыл бұрын
Thanks Marco! I know this is just the basics of setup but could you give me a clue as to how to set this up so I can control the height of the hover with an Input? I'd like to be able to press a key to increase the height to a max value and then another key to lower it down until it sits on the ground. Further, holding down the "lower" key when the vehicle is at ground level would turn off the vehicle. I'm still searching through more tutorials, maybe your helicopter tut will prove some insight. I'm using 5.1 btw.
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
Easiest way is to change the vertical relative position of the hover components.
@peterjoslyn1
@peterjoslyn1 2 жыл бұрын
Thanks for this - what mode should my project settings be?
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
Sorry mode of what? Not sure I get your question.
@peterjoslyn1
@peterjoslyn1 2 жыл бұрын
@@marcoghislanzoni It's ok, I mean game mode but it's all fine
@hexicore789
@hexicore789 8 ай бұрын
What's up, Vector? 🙃
@Telerak
@Telerak Жыл бұрын
Can this be easily replicated for multiplayer use?
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
Networked physics is not the most straightforward. You will need to use client authoritative simulation and call an RPC on the server to update it and the other clients about your position/rotation.
@HatPeasyCat
@HatPeasyCat Жыл бұрын
why use a pawn and not a character controller?
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
Because that comes with a Character Movement Component which handles movement and interaction its own way. With a Pawn we have full flexibility and control over the movement and the physics.
@felipecruz9567
@felipecruz9567 2 ай бұрын
dosen't work for me, the car keep bouncing around
@marcoghislanzoni
@marcoghislanzoni 2 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.
@felipecruz9567
@felipecruz9567 2 ай бұрын
@@marcoghislanzoni thanks man!
@robertoferreira4896
@robertoferreira4896 3 жыл бұрын
Hi! Is this frame rate independent?
@marcoghislanzoni
@marcoghislanzoni 3 жыл бұрын
This aspect is an advanced one so we didn't focus on it in the tutorial. To achieve full frame rate independence you need to run the physics asynchronously but also apply the suspension code in the same way. This requires switching to C++ and re-writing the suspensions code so it works with the asynchronous physics, so not a topic which is fit for a beginner's tutorial.
@robertoferreira4896
@robertoferreira4896 3 жыл бұрын
@@marcoghislanzoni Got it. Much appreciated for your reply.
@electroAU
@electroAU 2 жыл бұрын
Ue5 supports async physics now So it should just be a matter of multiplying against that fixed physics time step instead of regular world delta seconds, is that correct?
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
@@electroAU the way we created the hover vehicle is already frame rate independent within certain limits. The reason is that we are handling the “suspensions” in the game thread. To take full advantage of the asynchronous physics we should be running the simulation on the physics thread and then synchronize the vehicle visually. This would require switching to C++ and writing a good deal of extra code. Not really suitable for the target audience of this tutorial.
@r1uso
@r1uso Жыл бұрын
Hello, how are you Marco How can I contact you?
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
On Discord / Unreal Source community as @vr_marco
@r1uso
@r1uso Жыл бұрын
I entered, but I did not find you and I did not know how to find you. Can you send me this ID tt566 | 3500 @marcoghislanzoni
@r1uso
@r1uso Жыл бұрын
Hi Marco, can you reply?
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
@@r1usoI did reply, see above
@r1uso
@r1uso Жыл бұрын
I know you responded, but I meant for you to respond to my last message. I want to add you so I can send you a video. I encountered a problem and I want help.
@OblivifrekTV
@OblivifrekTV Жыл бұрын
I guess if you only have 2 hover points you can make a hover bike
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
True that, but on two points the vehicle is intrinsically unstable so you also need to add a balancing component to it (usually torque balance around the forward axis)
@OblivifrekTV
@OblivifrekTV Жыл бұрын
@@marcoghislanzoni yeah, some sort of simulated gyro etc
@Farins79
@Farins79 Жыл бұрын
Bel tutorial
@marcoghislanzoni
@marcoghislanzoni Жыл бұрын
Grazie!
@PandaBot2001
@PandaBot2001 2 жыл бұрын
My cube just drops like a rock
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
Why are using a cube? The tutorial is meant to be followed as is first, before making any modifications. The settings of the hover component are mass- and moment of inertia-dependent. If you use a different shape with a different mass you have to adjust it to support your vehicle.
@PandaBot2001
@PandaBot2001 2 жыл бұрын
@@marcoghislanzoni the cube had all the same mass and physics as your car, the cube was stretched to be longer. I was using a cube because I didn't have a car model and I didn't want to download the one you had and have to import it just to change it later, as I didn't think it'd be needed to make it work
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
@@PandaBot2001 if you are using a shape/mass very close to the original and adding the hover components in the same location, it should work. Double check the code and the value settings. Try increasing the stiffness value of the hover components a tad, but I suspect you may have made a mistake somewhere.
@PandaBot2001
@PandaBot2001 2 жыл бұрын
@@marcoghislanzoni it's copied node for node. The cube just drops as if there's no code and I've only turned on physics
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
@@PandaBot2001 difficult to help without seeing your code. Get in touch via Discord - Unreal Slackers. You can find me as vr-marco#8894
@saitkayhan
@saitkayhan Жыл бұрын
thanks to you i made this: kzbin.info/www/bejne/oJa0l2CvZbSrrqM thanks a lot :D
@elbozomemelive9891
@elbozomemelive9891 2 жыл бұрын
ahh shit a 1 hour tutorial
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
You also have the option to get the ready-made project for a small contribution. ;-)
@elbozomemelive9891
@elbozomemelive9891 2 жыл бұрын
@@marcoghislanzoniisn't it paid?
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
@@elbozomemelive9891 yes, it’s a small contribution which helps me release new tutorials.
@elbozomemelive9891
@elbozomemelive9891 2 жыл бұрын
@@marcoghislanzoni it works but i use it on another project and it doesnt works
@ut40kgeodav
@ut40kgeodav 2 жыл бұрын
Just got back to this, trying to use a Skeletal Mesh but controls are very bad and i get warnings about using the "telport flag", (Attempting to move a fully simulated skeletal mesh /Memory/UEDPIE_0_Open_World_MainGrid_L0_X-1_Y-1_DL0.Open_World:PersistentLevel.HoverVehicle1_C_UAID_1C1B0D6D6D2E640C01_1377770432.SkeletalMesh. Please use the Teleport flag) , any tips on what i might have missed
@marcoghislanzoni
@marcoghislanzoni 2 жыл бұрын
I see no reasons it wouldn't work with a skeletal mesh instead that a static mesh. You just need to configure its physics asset properly. That warning seems related to trying to move a kinematic component. Maybe your Skeletal Mesh has some kinematic bodies in it?
@ut40kgeodav
@ut40kgeodav 2 жыл бұрын
@@marcoghislanzoni thanks for the reply , i'll have another look at it.
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