How to create a Wheel Component?

Hello,

basically I’m trying to create an attachable Actor that acts like a Wheel. It should be of the Actor class. I know that there is an Wheel component in the Blueprint type selection, but I’m trying to create a Wheel that works like a single Actor, without the need of a Vehicle setup to use it.

I tried different ways like adding rotation to a flat cylinder, but the main Problem I’m facing is, that even though it touches a surface it doesn’t move except for the rotation. I was wondering if someone knows how I could set up something that would work like this. Or it could just work like a motor, turning the part attached to its front.

The most important thing is that it is an Actor blueprint, otherwise it would cause some discrepancy in some other Blueprints I set up for the other parts. An example of how it should work would be the bearing from the Game Scrap Mechanic (Bearing Example in 4th Video). Just the basics to make the Wheel spin around an anchorpoint and make it grip to surfaces. Actually it would be betterif there is a way to seperate the Wheel and the motor, so that i could attach other objects to this motor, or use the wheel just as decoration without it moving.

I also started Programming/BP a few Month ago, so I’m not very good. I’ve tried to explain everthing as good as possible, but if there is something I have to describe more precisely, please tell me.

Many Thanks in advance.

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I got kind of a solution, but if someone knows a more efficient way, it would be great. If someone wants to know what i’ve done, I used a physics constraint to join two components together and then applied angular force. Works only in World directions, but I can easily modify it to work in relative.

can u make it more specific. By the way I want to make a RWD car and I’m trying to achieve it without rigging, Using Physics Constraint but my problem is wheels of my car aren’t rotating as expected they are not rotating in a particular axis properly can you give me some idea for making them rotate on Y axis freely? Please help me out.

Yeah, sure :D. This was a pretty old question, so sorry for the late response. I’ll make a screenshot of how i did it and post it here ;).

The Suspent Actor Varible would represent the Wheel, the Base is the actual Car the Wheel is suspendet on and the Rotation Speed Vector is to control the Axis the Torque is applied to. You can change it to any Speed by changing the Number, or change the Axis by changing the Vector to X Y or Z. You can also do this : X = 20000, Y=20000. This will applie the Torque in a 45 Degree angle between the X and Y Axis. You can adjust the angle by setting the Numbers in different Ratios. For Example : X = 90000, Y = 10000. That would give it an approximate 9° Angle. Hope this helped you :wink:

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Do you have a blog/vlog somewhere where I can see your dev? I m interested to see, I love scrap mechanic, but I always thought there could be a lot more mechanical structures and such