Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to go about creating a motorcycle simulator?


I'm new to Unreal Engine Development and just have little game development and C++ experience. However I created some games (mostly 2D) and are quite sufficient in terms of object oriented programming with Java.

I'm planning on creating a motorcycle game inside the Unreal Engine 4, but I have some problems how to go about it. Specifically I'm concerned about how to approach the physics (and whether I should rely on Blueprints or if I shouldn't use it at all). The way I see it, there are two extreme approaches:

  1. I rely on UE physics as much as possible. This would be actually the "comfortable" solution for me, but I really want the physics to be realistic (think simulator). Even though I'm new to UE, I understand, that the engine offers you angular actuators, joints, gravity and a crazy amount of other physics calculations.

  2. I don't use the UE physics at all and create my own. This would require me to do a lot more work, but I would be able to totally control the simulation.

A) So I ask myself, can I soley rely on UE physics? Is it accurate enough? I speak gyroscopic forces, centirpetal forces, drag, etc.

B) I tried to create a "Shape_Torus" object and see how it would behave as a tire and it didn't really behave very nicely. It seems like the physics don't really take the torus shape as a circle, but as the n-gon which it's model is. How would I go about creating a tire which would be computed as if it would be round?

C) I also realize, that there are "Vehicle" and "Wheel" classes, but how would I go best about harnessing those? Can I do it via editor or is it necessary to code? The problem with the vehicle and wheel classes (the way i see it) is, that they are for cars. Car and motorcycle physics are fundamently different. I actually searched google and didn't find anyone having made a good motorcycle game/simulator in UE (there are some, but only with totally unreal physics (pun intended ;))).

I would be really greatful for any input, since I'm totally new to that stuff and I feel the entry barrier in terms of learning curve is quite steep, even though I'm not new to programming.

Best regards, Frank

Product Version: Not Selected
more ▼

asked Mar 29 '14 at 08:13 PM in Everything Else

avatar image

16 1 2 4

avatar image Ben Halliday STAFF Mar 29 '14 at 08:43 PM

Hey fmueller,

Thanks for your questions. We have a major push for vehicle implementation and documentation/tutorials coming soon and they are a high priority for us. That should give you a great place to start, and with your knowledge of vehicle physics you should be able to make adjustments as you see fit.

I have alerted our vehicle specialist to your post to see if he can give you some more specific answers to your questions. It might not be until sometime next week, though.

Hope that helps!

Ben Halliday

avatar image GMcDonald Feb 13 '15 at 04:48 PM

I just wanted to jump in and see if there is any more news on 2 Wheeled vehicles?

avatar image fmueller Apr 06 '14 at 09:05 AM

Dear Ben,

thank you for your response, however I still have no answer to my question :( I read the announcment for UE 4.1, but couldn't find anything about vehicles in there.

  • Can you tell me an estimated date when to expect further tutorials? (doesn't have to be specific... will it take 1 day/1 week/1 month/1 quarter?)

  • Can you get me in touch with your vehicle specialist?

  • Should I ask in the forum?

I am still trying to wrap my head around the UE development environment and processes. I don't need an elaborated reply, but some pointers would help me already a big deal. A 1-2 Sentence answer per A)/B)/C) question and possibly some links/pointers to documentation/code would be a big help!

Best regars, Frank

avatar image JMurphy Apr 06 '14 at 01:09 PM

I'd like to know as well, I'm currently developing a dirtbike game and knowing whether or not unreal will support two wheeled vehicles in the near future is rather important, if their focus is on four wheeled vehicles for the next push I will need to extend the engine on my own to allow for two wheeled.

avatar image Stimpanzee Apr 29 '14 at 08:20 PM

Hello Fank,

I am also developing a motorcycle racing game, called Cafe Races. I am interested in hearing more about your project. I'm glad to hear there are more developers who are also motorcycle enthusiasts!

You can visit my site here: Cafe Races

Shoot me an email; you can find it on the contact page. I would love to share progress, as well as tips and tricks. Also, I hear that the template for vehicles will be released with 4.2. So not too far away!


avatar image Ian_Tetrault Jun 02 '14 at 02:51 AM

I looked at your Cafe Racers Video; there's lots of good work there. One suggestion; move the camera forward in FP so as not to see the empty handlebars; I assume you'll be putting hands in eventually, but consider doing it for the demo video. -Ian

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question