Hey, I have strange behavior with my vehicle, All wheels rotate regardless of my back wheel blueprint being set to have a steering angle of 0.
I have noticed that if I set both front and back wheel blueprints to 0 steering angle no wheels rotate, and if I set front wheel blueprint to have steering angle of 0 and make the back wheel blueprint have steering angle of 70 then all of them rotate again?
I have followed the setup guide on the documentation
Even using a vehicle from the unreal tutorial on YouTube.
I have checked countless of times just encase I am miss spelling bone names but that isn’t the case, it just seems to be using the highest value steering rotation found in any of the vehicle wheeled blueprints!
Back Wheel Blue Print
Front Wheel Blue Print
Animation Blueprint
Wheeled Movement input on my vehicle pawn
Any idea why this could be happening?
I’ve been at this for around a week and this is my last hurdle
Oh and this is my code for setting steering input (it gets clamped between -1 and 1 in the set steering function)
void ATruckPlayerController::ProcessWorldPoint(const FVector& WorldPosition)
{
if (MovementComponent)
{
FVector direction = (WorldPosition - Truck->GetActorLocation()).ClampMaxSize(1.0f);
float d = FVector::DotProduct(direction, Truck->GetActorRightVector());
MovementComponent->SetSteeringInput(d);
}
}
Thanks,
Nick
p.s. sorry if this was in the wrong top, I didnt know if it was a BP issue or C++ or just using the vehicle setup in general.