Arcade Car DRIFTING PHYSICS in Unreal Engine 5.5.2
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- Опубліковано 6 лют 2025
- I'm making arcade drifting physics in Unreal Engine Blueprints and here's a video to walk through what I've come up with so far :)
Excellent video for Arcade Car Physics in Unity:
• Making Custom Car Phys...
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I am already tell you, that this video will blow up!!! We have all been searching for this for years.. Well done!
Use events whenever possible (do not need to return a value and do not need calculations done in order), then do functions, and if a function does not need an execute pin, make it a pure function (like, if it is just doing math and outputting the final result and there are nonodes in thecaculation that need an execution pin), and lastly, use macros. I only use macros (almost never) when I need to combine code that has multiple out execution pins (like a switch)
Awesome video!!! I am so glad this popped up. One of my favorite games was Iron man offroad when I was a kid.
I reverted to unity for easier car drifting, this is epic dude 🙏
41:15 you can get the input variables by right clicking anywhere and searching for the name of the variable, the same as creating a node, instead of creating local variables. It will look like a normal variable so it can look clean without the spaghetti lines.
Casting -> If you want to access variables or functions from a child class of a parent class and the variable is of type o the parent class, you will need to cast to the child class. If your variable type is set to the child class, you do not have to cast, you can access variables and functions directly from the variable
I am so excited to see you keep going with Unreal Engine. I have been using it for like 6 years? I forget. I could see eventtually you do everything in UE esspcially with your low poly modeling. Its ca nbe frustrating coming from Unity, but UE is so powerful, but that comes at the cost of usually having to create things from scrattch instead of having frameworks already built unless you get plugins etc.
When you have a function with input variables, you do not haveto set a Local variable to the input, you can right click and type "get" and the name of the input
Also checkout Blueprint Function Libraries. You could put all your Physics functions inside a Library, and any blueprint could access that library to call a function
Check out Making Actor Components so that you can make your suspension code in a component and then add to any actor
Would love such tutorial for Unity.
Please thumbs up!
Check out the Math Expression Node
Remember you can compress Blueprint nodes!
Hey bro this is amazing ive been search for something like this for weeks is it possible for you to a in depth tutorial for this please because it would really help me with the game im developing.
Is it possible for you to release the game on FAB or have a project link so that people could be able to use this as a starter?
i hate clickin on Unreal videos but i suppose i had to to give you this message....DO IT ON UNITY !!!!!