
Select all the wheel bones inside the Skeleton Tree window. In the Skeleton Tree window, click the gear icon and select Show Primitives. Inside the Physics Asset Editor you can adjust the collision primitives used on each bone to better suit the vehicle mesh. In the Content Browser, right-click the physics asset to open it in the Physics Asset Editor.

The initial collision setup will most likely not be ideal since it will use the same primitive type to represent all of the bones in the physics asset. This will generate a physics asset with default collision shapes for each of the bones.

Click Create Asset to create a new physics asset. In the Content Browser, right-click the skeletal mesh asset and select Create > Physics Asset > Create and Assign.Ĭlick the Primitive Type dropdown and select Single Convex Hull. If you have a skeletal mesh that does not have an associated physics asset, then you can create a physics asset by following these steps: To start, there are five properties that need to change for each wheel, as the rest of the properties depend on how the vehicle performs (and should be tweaked later on) during testing.Ĭreating and Editing a Physics Asset Creating the Physics Asset Think of each as a setup per axle.ĭouble-click the assets in the Content Browser to open them in the Blueprint Editor, where there are options to edit the wheels. ( Optional Step) Repeat these steps again so that you have a front and rear wheel type. Give it a recognizable name so that you can easily locate it later (for example, 'BP_ChaosFrontWheel'). The new asset will be created in the Content Browser. In the Pick Parent Class window, under All Classes, search for "wheel" and select ChaosVehicleWheel. In the Content Browser, right-click and select Blueprint Class from the Create Basic Asset section. It is possible for multiple vehicles to share the same Wheel Blueprints, but this strategy is only valid if the wheel dimensions and suspension limits are the same. There is no limit on the number of wheels that a vehicle may have.
Car blueprint full#
Also, this may be the case for having differently sized wheels for the front or the back, in which case, you have full control over setting the differing radii, mass, width, handbrake effect, suspension, and many other properties to give your vehicle the handling you desire. A wheel (or axle) that is affected by the steering / engine / handbrake, and one that is not. In most cases, you will require at least two wheel types per vehicle. The wheel Blueprint is where the configuration for a Wheel / Suspension / Brakes combination is set up. This plugin will not work with PhysX enabled. Restart Unreal Editor after enabling the plugin. This document will guide you through the process of setting up a Vehicle.Ĭreating and Editing Chaos Wheel Blueprints.Ĭreating a Curve Asset for the engine torque.Ĭreating an Animation Blueprint with the Wheel Controller node.īefore using Chaos Vehicles, the Chaos Plugin needs to be enabled.Ĭlick Settings > Plugins to open the Plugins Menu.Ĭlick the Physics category and enable the ChaosVehiclesPlugin.

These are the same no matter whether you are creating an automobile or a motorcycle. The individual assets that make up a vehicle are as follows.Ī Float Curve asset that represents the engine's torque curve Creating and Editing Chaos Wheel BlueprintsĬreating a Curve Asset for the engine torqueĬreating an Animation Blueprint with the Wheel Controller node
