Why is my vehicle driving above the ground/collision?

I’ve created an vehicle. I’m able to drive, but I’m driving above the ground/collision :slight_smile:

Anyone know why? I’ve played with wheel size etc but without any results still my car is driving above the ground and my physical asset is correct - when I simulate it it’s on the ground.

Hi!

What type of Blueprint did you use for the class, Character? If so, how does the car look in the Blueprint in relation to the CapsuleComponent, could you post a screen?

-W

I’m extending from WheeledVehicle class which doesn’t have CapsuleComponent. The thing here is when I move collisions in PhysAsset down the car is in right place but I can’t drive it.

Is there any console command that will show me the wheels and car components?

I’m wondering perhaps if its something with the asset, if it’s working in simulation I’m not quite sure why it wouldn’t be working in play. You could ShowDebug Bones to see where your wheels are when playing, but I’m assuming they’ll be floating in air too.

I’m having the same problem too…

Yeah but what can be wrong? :slight_smile: I can send you the assets if needed.

Showdebug Bones attached I don’t know how to get informations from this debug text :frowning:

Hope you will be able to help!

If you would like to post a test asset, I can take a look.

-W

Sure, there you go: Dropbox - Error

If you need anything else please let me know!

Hope you will find solution!

Apologies,

Would you be able to post a copy of the actual uasset files instead of the COPY files, that way I can also load up your settings too to see what’s happening?

-W

sure, there you go Dropbox - Error

Me Too.

Still looking into what’s causing this, thank you for posting the assets.

From your original post, changing the Shape Radius from 200 down to 30 for example in your Car_Wheel BP didn’t have an effect correct?

-W

Making the wheels big enough makes the car “work” for me, but making them smaller than a certain value breaks them. It’s as if the car’s collision shape was bigger than it actually is.

just out of interest, what sort of scale are you using, eg:- compared with the UE4 character, i found when testing the vehicle code in the beta if i used the udk scorpion it didn’t work but if i scaled it up by 2 (udk->UE4) then imported set it up again it worked

Changing radius to 30 make the car stay on ground like in phys asset but then I can’t drive - wheels are rotating but without any movement.

yea same here :slight_smile:

I’d jump in and try this, but the mesh I’m using was already using the 1uu->1cm scale factor (used to do that even with udk).

I feel stupid asking these questions, but just to be sure, are you using any wheel offsets? Have you tried adjusting them? Can you ascertain that your wheel radius value is appropriate for your wheels?

I can’t look right now but I’ve been planning on digging around the wheeled vehicle instantiation code to see if I can understand how the colliders are positioned given the skeletal mesh.

The only way how managed to make a car to stay on the surface was to make a physics asset a box with small height, and lifted up. This way when I set my wheels to radius as 21, my car stays perfectly on surface. If i make physics box as big as my cars body, my car floats in the air, and can be driver only with a large wheel radius.

This is how it looks in game