boredengineer / ue4_tracked_vehicles Goto Github PK
View Code? Open in Web Editor NEWCustom tracked vehicles for UE4, NOT based on PhysX Vehicle classes
License: Other
Custom tracked vehicles for UE4, NOT based on PhysX Vehicle classes
License: Other
Hello,
first of all really great work with this project.
However I have a problem with setting up the tracks.
They do not listen to the spline points I set up in the vehicle BP.
I think this might be a version issue. Other people seem to have the same problems.
Do you know anything that could cause that?
Thank you in advance ;)
This project is awesome, you make an awesome work maybe i've an issue..
When i launch the game in editor i've a Runtime Error:
Blueprint Runtime Error: Accessed None trying to read property TreadMaterialRight from function: 'AnimateTreadsMaterial' from node: Set Scalar Parameter Value in graph: AnimateTreadsMaterial in object: A_TrackedVehicle with description: Accessed None trying to read property TreadMaterialRight
Blueprint Runtime Error: Accessed None trying to read property TreadMaterialLeft from function: 'AnimateTreadsMaterial' from node: Set Scalar Parameter Value in graph: AnimateTreadsMaterial in object: A_TrackedVehicle with description: Accessed None trying to read property TreadMaterialLeft
I put a material into TreadsR and TreadsL but already the same issue. Can you help me to understand ?
Hi,
First of all great project, exactly what I was looking for!
So thanks!:))
Second, my problem:
I managed to get it working in unreal engine 4.26, but the vehicle almost wont steer when the speed is pretty high.
Do you have any sollution for this?
With kind regards,
Kasper
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