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Stopping Sedan from moving after exiting

I am having trouble getting a vehicle to stop when you exit (unpossess) the vehicle. I can't seem to figure out what I need to do in the Sedan Blueprint.

What happens specifically is when I exit, the Sedan just keeps going. It does not even slow down.

Any help would be appreciated.

Thanks.

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asked Dec 04 '14 at 05:11 AM in Blueprint Scripting

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Freakazoid!
76 6 12 17

avatar image Freakazoid! Dec 11 '14 at 04:11 AM

Does anyone know how to do this?

avatar image lewisscrivs Mar 06 '15 at 08:03 PM

im having the same problem

avatar image DanMann Aug 06 '15 at 10:04 PM

Having the exact same problem. Weirdly enough, even if I set the vehicle to set it's throttle to 0 when the vehicle is unpossessed the vehicle keeps moving anyway. If I set the throttle to be -1 when the vehicle is unpossessed, the vehicle moves backward though. So it seems as though the vehicle will set it's throttle to any value except 0 when it is unpossessed.

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3 answers: sort voted first

Hey,

I found out a fix (kind of) after messing around for a couple of hours with BP

I just made it so you cannot exit unless you are not holding w or s you do this by adding BOOL and then branch saying if it is true then do not get out of car (however your BP for that looks) and if its false then run the BP to get out of the car hope this helped...

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answered Mar 06 '15 at 09:51 PM

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lewisscrivs
26 1 2 5

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C++ solution: GetVehicleMovement()->DestroyPhysicsState(); GetVehicleMovement()->RecreatePhysicsState();

This two methods will help you to stop vehicle. Worked for me.

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answered Feb 16 '16 at 01:27 PM

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Horokey
28 5 10 14

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  1. Create an AIController which does nothing but set the throttle of the controlled vehicle to 0 (in the tick)

  2. Unpocess the car from player controller

  3. Pocess the car by your new AIcontroller

  4. Profit

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answered Jul 08 '17 at 05:37 PM

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scha
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avatar image Todd.Vance Dec 29 '18 at 04:12 AM

Seems a bug (as of 4.21.1): the throttle won't be controlled unless it has a controller. So the this solution (or something similar) will work. So when you detach a controller, whatever is the last input will hold.

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