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Vehicle collisions not working, Floats above ground

I modeled the car in blender, rigged it in Maya, then exported to ue4. Everything works fine and good until i play the game and spawn the car at run time. Phat looks good on simulation but at run time the car sits at an angle as if there were some invisible pivot point underneath it about 100 cm down. Any ideas? I've been trying desperately for weeks to import and make usable any type of vehicle, it shouldn't be this hard. :/alt text

Product Version: UE 4.10
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asked Dec 14 '15 at 10:32 PM in Bug Reports

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avatar image Halocomander1 Dec 15 '15 at 03:56 AM

Ok, so i managed to deduce something. I entered in the pxvis collision command to debug my car at runtime and it seems that all of my wheel collision are being drawn underneath the center of the car to create the invisible pivot point the car is sitting on that i couldn't see before. do i have to set up all of my wheels and the animation instance before these wheel collisions will sit in the correct place?

avatar image Halocomander1 Dec 15 '15 at 04:11 AM

so it seems that all my wheels are being created at my root bone even though i have my wheel setups so that the wheel meshes should be created at each wheel bone. but there not... ideas on this? alt text

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avatar image Halocomander1 Dec 15 '15 at 04:16 AM

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ok i still need help with this but i did find out a way to manually cheat this issue so that all of the tire collisions drawn in the pxvis collision debug are lined up with their respective wheels by adding additional offsets for each one of them through rigorous testing and tweaking, but it looks ugly going up hills quickly and such. How can i avoid having to do this in the future? Do i absolutely need to model in blender, then rig in maya, then export to ue4 or can i facilitate the process when making more vehicles?

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answered Dec 15 '15 at 04:55 AM

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avatar image TJ V ♦♦ STAFF Dec 15 '15 at 07:56 PM

Hi Halocomander1,

You should be able to completely model and rig your vehicles in Blender if you prefer doing it that way. Then just export them directly into UE4. Have you found a tutorial or doc that says otherwise?

avatar image Matthew J Dec 15 '15 at 08:33 PM

Hello Halocommander1,

You will need to set up the bones and such in an external program before importing it into UE4. Information about that can be found here:


As for your original problem however, just to be clear, does this only happen if you spawn the car at runtime? If the car is already in the level when you hit play, does it work perfectly fine?

avatar image Halocomander1 Dec 16 '15 at 01:06 AM

Is there any complicated process to rigging in blender or can I just patent each wheel to the root mesh and export?

& no it does not happen to a pre spawned asset in the level. It's definitely caused by the vehicle movement component with a player controller attached.

avatar image Matthew J Dec 16 '15 at 03:03 PM

It should work correctly with a simple setup such as that. The main thing to be aware of is the axis to ensure that the forward direction is correct. It may be different for other software but in 3DS Max that would be X forward.

How are you going about spawning the vehicle? Is it through blueprint/code? Could you screenshot or copy/paste the logic that handles this?

avatar image Matthew J Dec 21 '15 at 08:41 PM

Have you been able to make any progress thus far Halocommander1? I would still like to see the logic you're using the spawn the vehicle as that could be the cause of the issue.

avatar image Halocomander1 Dec 22 '15 at 08:47 PM

Sorry Matthew I'm here. I'm just spawning the vehicle through the game mode and player start placer in the scene at runtime.

avatar image w2lf Mar 08 '17 at 03:52 PM

Sorry to bump this, I have exactly the same problem with Blender 2.78 and UE 4.14 right now. I made a forum post about this here

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