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Hierarchy of bones for vehicle

I'm trying to make a vehicle in blender3D and export it to UE4 the mesh works perfectly well, but when I try to apply physics, things don't go well. The best results I've gotten are with a setup like this: invisible plane (to act as base) -> armature -> Bone linked to the main body of the vehicle -> 4 wheel bones with the wheels attached. I'm afraid that the fact that I have export with x50 from blender has something to do, the physics start as something tiny.

What is the hierarchy supposed to be like? I also tried with the armature being the parent of everything else, but that one gives me worse results with the physics

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asked May 24 '14 at 03:56 PM in Using UE4

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stromchin
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https://www.youtube.com/watch?v=9gdmJIfuORk I know this is old question but if you still don't know how to here is the link to the tutorial on how to set it all up and running.

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answered Apr 08 '16 at 07:36 PM

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Ligazetom
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