WheeledVehicleMovementComponent for dynamic robots

Hello everyone!

In my current project the player has to create his own robot from scratch, which means also the wheels. He can decide how many wheels, their size and how they are steered.

I have no clue on how to simulate wheel physics, so I was glad to find the Advanced Vehicle Example, but stumbled upon multiple problems.

The Vehicle Example works with skeletal-meshes, so isn’t compatible with players designing their own robot.
I really tried to work myself into the code but, honestly, it is not well documented.
Is it possible to break the classes of the example-project down in that way that I only feed them the position of all the wheels, their size, material, tire, the weight of the robot and so on, without having to use a skeletal mesh?

My goal would be a framework where I just tell the vehicle-framework about the force thats applied to each wheel every tick or everytime this amount is changed.

As I mentioned, I really tried to get it working myself, but I failed so far. Furthermore, I am a C++ Programmer and try to avoid blueprints as much as possible, and thus the blueprint-example really seems like magic to me, because I nowhere can find some actual data or initalisation processes that I could track along to see how the classes incooperate.

Basically all I need is the functionality of calculating the impact of the wheels on the car. I think I could solve the visual stuff myself. I would be really thankful if someone could show me what code-segments I have to modify / substract to do so. And don’t get me wrong, I am not asking to do my work, but as I mentioned 2 times already, I really tried to get it done myself, thus a little bit of a starting point would be appreciated.

Thanks in advance :slight_smile:


I found this question while searching for a solution to this exact problem. Did you ever figure out how to do it?

Rather than looking at the vehicle examples, look at the rolling ball example. In that example the player controls a ball by applying torque to it, which causes it to roll across the ground. I’ve already adopted the concept to let the player control a wheel in a similar fashion. If you attached that wheel to a frame of some sort, you’d be on your way to building a robot.