Car with exchangeable wheels ?
I have a car which works REALLY well with dynamically exchangeable parts like roofs, hoods, lights, safety frames, turrets and so on. However I found wheels are quite a different thing.
If I have the wheels' geometry included within my main car skeletal mesh, everything's dandy. As soon as I remove the wheel geometry and try to include wheels as static mesh children on the main skeletal mesh (obviously hanging them on correct wheel sockets), the whole thing is becoming as stiff as stiff gets. The suspension doesn't work at all, wheels don't turn anymore... even though:
1, I created bogus wheel bodies in PhAT
2, I have the anim BP correctly set up
3, the tire type has been set up accordingly
4, the wheel static mesh has its collision set up correctly
Is it a requirement for the Wheeled Vehicle to have the wheel geometry included inside the main skeletal mesh for things to work correctly ? Are there workarounds ? Did I miss anything ?
Is there an article / tutorial that explains how things work in a Wheeled Vehicle ? ( I mean in-depth explanation rather than the normal tutorial which doesn't tell you anything except "do this, do that, then it works" )
I'm working on the same. If the issue still has not resolved for you, we could exchange notes, so to speak.
What I'm doing, is:
What I'm still trying to figure out, is changing the wheel data in runtime (e.g. wheel radius, friction etc.). I resorted to C++ for that and know what properties to change, but not yet exactly how to apply them. https://answers.unrealengine.com/questions/411603/wheels-properties-realtime.html
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