Hey! amazingly helpful tutorial! For those struggling with wheel based issues (wheels having weird physics, wheels falling on the side, wheels not spinning etc) the fix is this: First make sure your capsules in the physics asset are rotated correctly - even if you apply the rotation in Blender, sometimes they can come in rotated 90° - simply rotate them 90° back and save. The second huge thing is to head into your imported skeleton and check the bone names. UE4 will sometimes rename these if they clash with mesh or vertex names. for example my FR, FL, RR, RL were renamed to FR3, FL5, RR2, RL4 - simply add these numbers (yours will vary from mine) to the Vehicle Movement (movementcomp) (inherited) inside your blueprint (the 14:41 section of the tutorial) and it should fix a lot of the issues Hope that helps! @Manim8 amazing tutorial thats saved me countless hours so thank you again!
Well spotted. I've never had this issue so I'm glad you figured it out and took the time to leave a comment here to help others. I've pinned this comment so it will remain at the top 👍👌😊
@@Manim8 sir please help i got not just wheels i have brakes too with my model which i downloaded from blender market should i delete them and just keep wheels ?
Easiest thing to do for the second part here, is too just name your bones different, I had the same issues so I just named the bones Bone_FR, Bone_Body, and so on. While the wheels were just FR, FL etc.
Can someone help me ? My wheels have the physics problem so i did change the bone names and it looks fine but they sometimes still fall to the side and im not able to drive. Why does it do that ? Please help cause im at a loss
Hey man, just wanted to say thanks. Blender to Unreal rigging procedure has been partially documented and covered in several articles/videos, but I found your version the most complete. Especially, showing setting the Unit Scale to 0.01 and then resizing the objects to their real size, and then at last applying rotation and scaling are not usually emphasized or shown in the wrong order. These 3 are the most important factors in my opinion because when things go wrong like wheels sinking in the ground weirdly, or wheels shrinking in the Physics Asset are really hard to debug in Unreal. Cheers
I completely agree. You may still see a regular-sized vehicle after import if not doing this scale trick, but then the wheel bones don't get bodies in the skeletal mesh and the car sinks in. Thank you for this reply as well, took me hours to try and figure out why this tutorial is "almost" working.
Thanks for the no BS warts and all approach to this, others say use a tool from ??? that costs money when it can be done with a bit more time and its a tutorial so near enough is ok.
I usually never comment on anything, but I've got to give credit where credit is due! You are so clear and concise, I was able to get this going with a few tweaks, even though I usually find Blender frustrating, on this occasion it worked a treat!! I'll send a link to the Video once I get all the fancy stuff and sounds on :) Thanks a Million!
Thanks very much for your kind comment my friend. Always great to hear it helped someone. And I know your pain, Blender and I have had a love-hate relationship for over 12 years. But I think we're learning to get along now 😂😂 Would like a link when it's ready for sure 👍
How how much it can cost me to pay someone to create a vehicle system for very interactive, open doors, lock the doors, car damage, the glass can be break, etc.. how much $?@@Manim8
How how much it can cost me to pay someone to create a vehicle system for very interactive, open doors, lock the doors, car damage, the glass can be break, etc.. how much $?
Great video, very informative and easy to follow. It was great practice for getting the general concept of it. Keep doing what you do man, you do it very well!
Another thing which isn't shown here, is that he separated his collections, one for wheels and one for the body. I had to do the same, otherwise the wheel disappeared (rescaled to be tiny) when adding the Armature and doing Empty Groups selection. So you're better off doing this at the beginning so you don't have scaling issues after.
So, IF YOU DON'T HAVE WHEELS IN UE4 - YOU NEED TO CLICK IN BLENDER ON OBJECT, THEN APPLY AND ROTATION&SCALE (it's right to view select add and object mode)
Hi can anyone kindly send me the files for the blender BMW because I follow the tutorial and re-do many time and yet still having issues with it. Thanks.
This tutorial was the most helpful for me in getting a working vehicle. Although one of the wheels hasn't gone right. It isn't in the physics with the rest of them and so spins around the car...the other wheels, perfect. I went back in blender and can't see why it would be like that. I made sure I assigned it. *Edit* Yeah I can assign it over and over again but that one wheel doesn't seem to connect. So I started again, and now none of my wheels show up in physics, I am stuck in the ground and changing those wheel properties does nothing...yet, they all do rotate in place even if I can't go anywhere. Started another time and now it works. All I have to do now is change how it handles but it drives.
Thanks so much for this tutorial! I finally managed to import my car model in Unreal Engine! I was wondering, what would the correct approach be if I had to set up a vehicle just as an actor that is part of the environment - for example that follows a given path - rather than a drivable car? Thanks again for this video, it was a lifesaver!
Thanks for your kind comments. AI vehicles is something I'm going to look into myself at some point, but right now I don't have an answer for you I'm afraid.
You don't really need to do it differently in Blender, because you just use different blueprints for it in Unreal, and you can add it to a traffic system or AI and just give them Vehicle A or Vehicle B to use.
Good tutorial but i have problem. I tried rigged maybe 3 vehicles and with all I have same problem. My vehicle working good but on place.. Wheels are 100% working but staying in place. No riding, i dont know why.. Thanks for reply .
I am having the same issue. Wheels rotate and turn but the vehicle doesn't move. I did notice if I set the vehicle in the air and then drive it, it will rotate around it's own axis. I can forward end over end and backward, but the vehicle stay in the same place in the map.
the shape radius in the "bmw wheels" simply does not effect where my wheels collide. my wheels dont rotate inwards, only outwards ( right front wheel only rotates right, left front wheel only rotates left) i have been doing QUIET some character in ue4 befor but im amazed how extremly unconsistend the vehical setup is. did now 4 different tutorials on vehicals, all show more or or less the same but non of them works.
@@Manim8 don't get me wrong, I'm not inexperienced with ue4. But this was the jankiest bs IV ever dealed with. It wants it exported absolutely 100% perfect or hell breaks loose and those collision make less sense then a potato on a roof. Essentially I used the free blender vehical add on followed the intended workflow and it worked out.
You are an excellent tutorial maker sir. Never used blender before but thanks to your step by step instructions I could follow along. I did run into an issue though! I created a bus, the idea is for it to follow along a spline (AI). So I followed everything in UE4 except for the BP I put a basic throttle and steering input to test. Drop into the world. The wheels indeed spin, but the front wheels are sunk halfway and the bus doesn't move. In the physics simulation the wheels seems to fall off after creating the collisions. Lastly, if I try to swap AI car mesh (which follows a spline) with my bus, wheels fall off. Any ideas what has gone wrong sir? Ue4 indeed renamed my bones so I copied those names correctly in the four wheel inputs in vehicle movement
@manim8 Is there away to setup a parent child setup and have the editable settings apply to the childs (other vehicles/vehicle types) make rather than the base vehicle blueprint(parent) or is it better to set the editable settings up with variables and blueprint? 2.__is the a way to have camera center behind vehicle either automatically after a few seconds after steering or stop moving a button or or button press?
Bro I want to learn about how the car parts are detachable such as bumpers, doors and hoods and damage system after collision. I can't find any tutorials abt car damage in unreal engine 4
Hi, I do everything as you show in the tutorial. I connected wheels with armature, and they move together. I also named the armature bones like the wheels. But when I import the model to UE, the wheels are missing and PhysicsAsset menu shows only Body. Do you know maybe what could be the issue? I would be grateful for any advice :)
Are you making sure all wheels etc are selected during export? Make sure all parts of the vehicle are selected, then in the Export Options, if 'Selected Objects' is selected, they will export properly :)
@@xMrDog yes, actually in the new unreal engine you have to right click on physics assets on the section where the bones are visible, and select option to show all bones
How how much it can cost me to pay someone to create a vehicle system for very interactive, open doors, lock the doors, car damage, the glass can be break, etc.. how much $?
hi, this was really helpful, but there's one problem : the handling of the car isnt stable when turning, and its pretty bad. can we fix this in wheeled vehicle parameters ?
Hey, I know it's a bit late to ask for help but my car's wheels don't collide with the ground and when I try to steer right, only left wheel will turn. Is there any way to fix it?
Sorry for late reply, but have to triple checked the scaling of the wheels and the whole scene inside of Blender? Reason I ask is because 99.9% of wheel issues are do to with the scaling not set properly somewhere in Blender.
I know it's an older video, but I didn't have capsules on my wheel, don't you know what it could be? I do it exactly according to the video. sorry for any mistakes, i use google translator: D
I'm sorry for the late response. I don't seem to be getting all notifications for some reason. Did you get it sorted? If you don't have capsules on your wheels it doesn't matter. But it could be that your wheels aren't parented properly to the Rig. Or sometimes UE4 just doesn't create capsules for all objects. It can be a bit hit and miss.
Thanks for this, i've messed about a lot and managed to do it, but upon following your second video for the lights, somehow the car has merged the brake lights to it's body, and cannot change it's material in UE4, despite being 2 materials in Blender, any ideas? PS: Also for some reason I can't edit the model at all physically, just textures and deleting faces.
Hey, no problem. As far as editing the model goes, have you pressed '1' on the numbers on the top of your keyboard to switch to 'vertex select' mode? (Not the numpad keys) I just re-downloaded the car now, and for some reason it is set to 'face select' mode. About your first problem... Did your try to re-import the model after changing the light materials in Blender? If that hasn't worked, try importing the car again in a different folder, and then swap the skeletal mesh in the vehicle BP for the newly imported one. That should work. On another note, make sure to subscribe as i have been working on a new vehicle system that makes the vehicles feel very much like GTA vehicle physics and handling. Fully physics based. Haven't perfected it yet but once i do, I will be doing a video on it. It is way better than Unreals default 'wheeled vehicle' system. Stay tuned!
@@Manim8 I know it's Face Select but regardless you should be able to edit faces too unless it's half mirrored but neither side works. Cos I was gonna fix some gaps in the model and maybe add more detail and interior. Edge and Vertex don't work either. For the material I did re-import the vehicle yeah but UE4 still thinks part of the brake light (only the middle part odly) is part of the car body. I'll try some more stuff tomorrow but didn't see many relevant options for importing as parts rather than merging it all in one mesh.
The mesh being all one mesh is fine, as long as there are separate materials. If you want to import as separate meshes, you'll have to export the chassis out of blender WITH the rig, then export other parts separately, then add them as components within the blueprint. That'll work 😏👍🏼
@@Manim8 They are different textured indeed but not sure why it blends into the car body and uses that material when imported. All 4 are different materials, reverse, indicator, brake, tail, upon importing only the brakes are joined to the body and using its material and can't separate. Well that was the part where editing the model was gonna be my workaround but I couldn't move it around, I thought maybe because the faces are touching it thinks it's one face. It'll be something obvious once I figure it out but just annoying at the moment haha.
fixed my issue. but my car is lagging when not fully accelerated now? what's that supposed to mean? also, the front wheels lift off the ground and highering the damping completely destroys the car
If the front of your car lifts off the ground, select the Vehicle Movement Component, then in the details panel, look for Center of Mass, and change the Z value to something like 50 or -50. Should fix that hopefully.
I beg you like no one to do a comprehensive cool tut about how to set up proper and easy way to make car sequences WITH physics for cinematic shots (so you could control the cars transforms without animating seperatly suspension and wheels - like the play mode for movies). Found one but maybe there is another more handy and efficient way...
I know it's a bit late to ask, but I can't get my car to move. Once I click play at the end of the tutorial it stays put. The wheels don't even turn. What do I do?
Hey guy..., I want to create a truck simulator, but I don't know which engine to use, Blender and Unreal Engine which is the best, please give me your idea?
Well I would say if you haven't used any game engines before, try Unreal Engine. It's much quicker to get up and running using their templates and blueprints system. Blender is just used for modeling and animating objects. Hope this helps 👍🏼
See my message above or somewhere else in the comments, before you even touch any settings, at the beginning you need to separate the wheels from the body, in their own collection.
Hi bro I really like that video because very easy for beginners like me I from Iran and can you add Persian subtitle? And make videos on unreal engine 5? Thanks 🙏
If you want to have functioning brake calipers you have to set them up in Blender and then use blueprints for them in UE. Now I'm not sure what type of BP but likely you can use a force multiplier to be applied from the calipers themselves and onto the brakes / wheels. For example if S is pressed then > brakecaliper1 -throttle on brake1. Now this is too simplified because I don't know all the blueprints but you'd also have to set up the brakes to function individually such as if S not pressed, then allow throttle. If pressed then apply force.
I fI followed everything..even tested it and the bones are attached to the wheels and doors in blender but on ue4 only the body has the physics capsule..and the bones come as bones but on the video..they are bodies
So so sorry for late reply... It's ok if your bones and bodies show different to mine. UE does it's own thing and sometimes wheels/ doors have bodies set up automatically, sometimes they don't. You can create your own though by clicking the gear icon, then select, show all bones, then right click any bone and add a body from there. Hope this helped.
@darius mcvay ive figured it out for the most part .go into your physics asset and click "body" then click on the Capsule and make it single convex hull, then shift click on the FL FR RR RL tires all at once and change them to " CAPSULE" and then in the viewpoint window MAKE SURE to shift click the 4 physics bubbles that appear on the tires and delete them(physics only change when you regenerate the asset) .when simulated the tires should be solid and stiff .but when you make the wheelBP and vehicle_BP and connect them all with the blend space make sure your Vehicle Bp is running the right tires being the new wheelBP you made and all that spring arm camera mesh it should go accordingly to the video after the physics BP is done like i explained. Worked for me anyhow i have now 5 badass trucks from the 1960s German army . :) hope this helps .
I'm a bit stuck with assigning multiple objects to the same vertex group. I have modeled my car myself. It's still in concept fase, so I I still need all the flexibility and like to keep things seperate, not permenantly apply (mirror-)modifiers or merge the body into one object. Currently I have my car seperated in exterior body, interior body, seats, steering, ... . But how do I assign the to the same 'body' vertex-group? Is it actually necessary to do this? Can't I just assign things in Unreal? I need to be able to update the car in Unreal if I make adjustments to the design (or add elements to it).
I'm sorry I didn't see this comment sooner. Did you figure the vertex grouping out? If not, yes you can keep the parts separate and still assign to the same vertex groups. Just select each 'part' and tab into edit mode then select all and add a new vertex group, then name it whatever the group name is you want to add it to (make sure it's spelled right as it is case sensitive). 👍
@@Manim8 Hi, no worries. I know people have a life outside of UA-cam 😉. And indeed, I began to notice that there is a vertex group symbol next to your object name in the scene list. When extending the tree, you can see which vertex group it is assigned to, so I was able to check if every object was assigned properly. In the end, the thing that caused all my problems was that my Scene Unit Scale was still at 1.00 and not on 0.01.
@@Manim8 Indeed. Even if you think you have set every tiny thing, there is even a more tinier thing in the corner you didn't notice. Do you also have other tutorials that can help creating a racing game? I switched from Godot to Unreal because I couldn't get drifting to work in Godot and also the car could lose a lot of speed on ramp. It was cumbersone because you had to program everything beyond the initial setup. I'm creating a racing game inspired by Split Second: Velocity. So I need a way to measure drifting and drafting mechanics, so I can fill a bar which you can use to fire triggers in different spots. Have you also tried the new(?) ChaosVehicle classes in Unreal? I read yesterday that's going to be the new standard in Unreal and the one in the tutorial is ending it's life-cycle.
At this time i don't I'm sorry. I haven't played around too much with vehicles in any lengthy way. Been building a horror game for the last year so have been busy but once it's out next month I'll have some time to take a look at the Chaos system as I've been wanting to play around with it. On another note, how do you find Godot generally? I opened it up once to have a look but that's as far as I got lol
somehow when I imported the car, there are no capsules attached to the wheels? and the graph thingy underneath it doesn't show that the body is constrained to the wheels as well , any ideas?
Hmmm, You sure you set up the Rig correctly in Blender? I mean it is all one rig and not multiple Armatures, right? As far as the capsules for the wheels, that shouldn't be problem as we delete those anyway.
Thank you for this tutorial!But I have a big problem: when I try to import vehicle with 2 different wheels from blender, UE4 doesnt create physic body for front wheels, then I have sink of front wheels into the road, even if I generate body for each wheel manually. I think they are too small to autogenerate by UE, but I cant scale them, because of thats a real kart model. I have try to load another vehicle with one diameter wheels, and it works okay But in this case I don't know what to do I have checked all blueprints and the problem is in importing stage. Help me please, someone🙂
Sorry I didn't see this comment earlier... I would say to create the front wheel BPs and set the appropriate wheel size in there. Remember, the sizes you input into the wheel BP needs to be half the diameter of the wheel as this is asking for the Wheel Radius. These need to be correct or the wheels will either fall through the floor or raise above the floor. Also make sure you didn't skip the scaling part of the tutorial in Blender. If you don't do that part and don't apply all scales correctly then you will have errors when working in Unreal.
Hi. I was working on mobile platform . I just know about how to control steering wheel using umg widget like a steering wheel image . I searched a lot but can't find. But unity engine they have their own plugin like simple input in marketplace. Help me pl. Thanks in advance..
sir please help i got not just wheels i have brakes too with my model which i downloaded from blender market should i delete them and just keep wheels ?
Well you could delete them if it's easier. But if you really want them, there may be a way, I will take a look and see what options you have and I'll reply back here later. I might even make a video on it.
@@Manim8 thank you so much for reply i just deleted and followed along at 8:25 when i click bone and trying to rotate wheel doesn't rotate, i might did something wrong il try again,learning quite a bit frm your lessons thnk you fr all of them
@@Manim8 sir i tried to do a couple of times when i select all the mesh and click on empty groups the half mesh turns side wards with rimwheels and body while tires remain one side... im unable to figureout where the hell im going wrong, pardon me if its simple mistake im just a noob trying to learn.
ive been messing with a specific vehicle lately and ive made a return to this video to ask further if anyone may know why the wheel setups has started coming empty within the vehicle BP
@@Manim8 if i make the wheeled vehicle and all that good stuff where In earlier than 5.0 i click the vehicle BP and in the Wheel Settings the 4 wheels are there just need to be named and set to the VehicleWheel you make for your car but in 5.0 it says 0 so i add the 4 and from here idk if thats the root or not but where i make a vehicle in 4.25 it works perfect do the same thing in 5.0 it does not .
My advice would to not use ue5. It's in beta and not finished yet. It won't be officially released until next year so I'd just stick to 4.26. 4.27 will be released soon too so i wouldn't be playing with 5.0 yet 🙂
@@Manim8 yeah i have completed about 60 tutorials and hae a decent sized game made in ue5 but i never did the vehicles thouroghly and that was the main problem there . :/
Cool. But keep in mind Epic are telling people not to use it for any projects unless you're just testing stuff out as things are likely to change drastically later on. So with that in mind I'm not bothering with it until it releases officially. Can't be bothered with the headaches that go with using a beta build. Good luck though lol hopefully it will be ok 🙂👍🏻
@@Manim8 And which version of UE are you using? Im using 4.25 and the "Import Mesh" option in import is missing. So that means its not importing it in one piece. (I think)
@@esconis5304 4.25. Did you make sure you had both the Armature AND the mesh selected when you exported from Blender? Shouldn't matter which version of UE you're using, if the mesh is exported in the FBX, it should show up in the Import dialogue 👍
Yeah, press A key on keyboard. might have to press it a few times to select everything. Just make sure there's no cameras or lights in your scene if you're selecting everything. Otherwise, just select the things you want (like car body parts, wheels and the armature) then in the Export dialogue, select the checkbox next to 'Selected Objects' near the top. This will only export the objects you have selected. 👍
o Meu foi o seguinte, veio sem a física nas rodas, eu criei novas, não dá por que cai as rodas, depois tirei as físicas das rodas, aí o veículo todo caiu e não anda.
você assistiu ao final onde eu mostrei como consertar isso usando a medição do Blender? Além disso, você se certificou de dimensionar seu veículo corretamente dentro do Blender?
Vá até o Blender, verifique as dimensões de suas rodas e depois a metade. em seguida, no UE4, no Blueprint de suas 'rodas', defina esse valor na caixa do raio da roda.
Hey! amazingly helpful tutorial! For those struggling with wheel based issues (wheels having weird physics, wheels falling on the side, wheels not spinning etc) the fix is this:
First make sure your capsules in the physics asset are rotated correctly - even if you apply the rotation in Blender, sometimes they can come in rotated 90° - simply rotate them 90° back and save.
The second huge thing is to head into your imported skeleton and check the bone names. UE4 will sometimes rename these if they clash with mesh or vertex names. for example my FR, FL, RR, RL were renamed to FR3, FL5, RR2, RL4 - simply add these numbers (yours will vary from mine) to the Vehicle Movement (movementcomp) (inherited) inside your blueprint (the 14:41 section of the tutorial) and it should fix a lot of the issues
Hope that helps! @Manim8 amazing tutorial thats saved me countless hours so thank you again!
Well spotted. I've never had this issue so I'm glad you figured it out and took the time to leave a comment here to help others. I've pinned this comment so it will remain at the top 👍👌😊
@@Manim8 sir please help i got not just wheels i have brakes too with my model which i downloaded from blender market should i delete them and just keep wheels ?
Easiest thing to do for the second part here, is too just name your bones different, I had the same issues so I just named the bones Bone_FR, Bone_Body, and so on. While the wheels were just FR, FL etc.
Oh man you're a prince!! Thank you
Can someone help me ? My wheels have the physics problem so i did change the bone names and it looks fine but they sometimes still fall to the side and im not able to drive. Why does it do that ? Please help cause im at a loss
Hey man, just wanted to say thanks. Blender to Unreal rigging procedure has been partially documented and covered in several articles/videos, but I found your version the most complete. Especially, showing setting the Unit Scale to 0.01 and then resizing the objects to their real size, and then at last applying rotation and scaling are not usually emphasized or shown in the wrong order. These 3 are the most important factors in my opinion because when things go wrong like wheels sinking in the ground weirdly, or wheels shrinking in the Physics Asset are really hard to debug in Unreal. Cheers
The current version of Blender now has an export setting that allows to avoid having to set the scale to .01 though correct?
I completely agree. You may still see a regular-sized vehicle after import if not doing this scale trick, but then the wheel bones don't get bodies in the skeletal mesh and the car sinks in. Thank you for this reply as well, took me hours to try and figure out why this tutorial is "almost" working.
Thanks for the no BS warts and all approach to this, others say use a tool from ??? that costs money when it can be done with a bit more time and its a tutorial so near enough is ok.
Thank you so much for this. I have been battling, and its all about that scene scale setting in the beginning.
I usually never comment on anything, but I've got to give credit where credit is due! You are so clear and concise, I was able to get this going with a few tweaks, even though I usually find Blender frustrating, on this occasion it worked a treat!! I'll send a link to the Video once I get all the fancy stuff and sounds on :) Thanks a Million!
Thanks very much for your kind comment my friend. Always great to hear it helped someone. And I know your pain, Blender and I have had a love-hate relationship for over 12 years. But I think we're learning to get along now 😂😂 Would like a link when it's ready for sure 👍
How how much it can cost me to pay someone to create a vehicle system for very interactive, open doors, lock the doors, car damage, the glass can be break, etc.. how much $?@@Manim8
Just wanted to come back and say thanks ive been non stop creating vehicles for unreal engine thanks to this video .Thank you bro .
BRO THANK YOU
I LOVE YOU
How how much it can cost me to pay someone to create a vehicle system for very interactive, open doors, lock the doors, car damage, the glass can be break, etc.. how much $?
Great video, very informative and easy to follow. It was great practice for getting the general concept of it. Keep doing what you do man, you do it very well!
Explanation is quite clear, great tutorial.
Thanks for the comment. Glad it was helpful!
great video, so helpful thank you! Look forward to the car lights video!
Thanks. I've been working overtime lately due to Covid and Xmas. But the lights video will be coming soon! Stay tuned :)
Another thing which isn't shown here, is that he separated his collections, one for wheels and one for the body. I had to do the same, otherwise the wheel disappeared (rescaled to be tiny) when adding the Armature and doing Empty Groups selection. So you're better off doing this at the beginning so you don't have scaling issues after.
So, IF YOU DON'T HAVE WHEELS IN UE4 - YOU NEED TO CLICK IN BLENDER ON OBJECT, THEN APPLY AND ROTATION&SCALE (it's right to view select add and object mode)
Hi can anyone kindly send me the files for the blender BMW because I follow the tutorial and re-do many time and yet still having issues with it. Thanks.
This tutorial was the most helpful for me in getting a working vehicle. Although one of the wheels hasn't gone right. It isn't in the physics with the rest of them and so spins around the car...the other wheels, perfect. I went back in blender and can't see why it would be like that. I made sure I assigned it. *Edit* Yeah I can assign it over and over again but that one wheel doesn't seem to connect.
So I started again, and now none of my wheels show up in physics, I am stuck in the ground and changing those wheel properties does nothing...yet, they all do rotate in place even if I can't go anywhere.
Started another time and now it works. All I have to do now is change how it handles but it drives.
Great tutorial! i'll be setting up my own vehicle later this week, using your tutorial!
Thanks so much for this tutorial! I finally managed to import my car model in Unreal Engine!
I was wondering, what would the correct approach be if I had to set up a vehicle just as an actor that is part of the environment - for example that follows a given path - rather than a drivable car?
Thanks again for this video, it was a lifesaver!
Thanks for your kind comments. AI vehicles is something I'm going to look into myself at some point, but right now I don't have an answer for you I'm afraid.
You don't really need to do it differently in Blender, because you just use different blueprints for it in Unreal, and you can add it to a traffic system or AI and just give them Vehicle A or Vehicle B to use.
Great,thank you man
No problem. You're welcome!
Manim8 ❤️
Good tutorial but i have problem. I tried rigged maybe 3 vehicles and with all I have same problem. My vehicle working good but on place.. Wheels are 100% working but staying in place. No riding, i dont know why.. Thanks for reply .
I am having the same issue. Wheels rotate and turn but the vehicle doesn't move. I did notice if I set the vehicle in the air and then drive it, it will rotate around it's own axis. I can forward end over end and backward, but the vehicle stay in the same place in the map.
Great video, I'm trying to do the same thing but the wheel go through the floor and the car doesn't move. The wheel are turning though. Any thoughts?
did you check your wheel sizes in Blender?
Does it work if I do the same steps but in the UE5 or if the UE4 is necessary?
There are slight differences, I'll be making a UE5 one soon!
the shape radius in the "bmw wheels" simply does not effect where my wheels collide.
my wheels dont rotate inwards, only outwards ( right front wheel only rotates right, left front wheel only rotates left)
i have been doing QUIET some character in ue4 befor but im amazed how extremly unconsistend the vehical setup is.
did now 4 different tutorials on vehicals, all show more or or less the same but non of them works.
sounds like you haven't applied the rotation in Blender on your wheels maybe?
@@Manim8 don't get me wrong, I'm not inexperienced with ue4. But this was the jankiest bs IV ever dealed with. It wants it exported absolutely 100% perfect or hell breaks loose and those collision make less sense then a potato on a roof.
Essentially I used the free blender vehical add on followed the intended workflow and it worked out.
You are an excellent tutorial maker sir. Never used blender before but thanks to your step by step instructions I could follow along.
I did run into an issue though!
I created a bus, the idea is for it to follow along a spline (AI).
So I followed everything in UE4 except for the BP I put a basic throttle and steering input to test.
Drop into the world. The wheels indeed spin, but the front wheels are sunk halfway and the bus doesn't move.
In the physics simulation the wheels seems to fall off after creating the collisions.
Lastly, if I try to swap AI car mesh (which follows a spline) with my bus, wheels fall off.
Any ideas what has gone wrong sir? Ue4 indeed renamed my bones so I copied those names correctly in the four wheel inputs in vehicle movement
Sorry for late reply, but it sounds like you skipped the step in Blender where you scale your project properly. 00:29
will this work with the advance vehicle system?
@manim8 Is there away to setup a parent child setup and have the editable settings apply to the childs (other vehicles/vehicle types) make rather than the base vehicle blueprint(parent) or is it better to set the editable settings up with variables and blueprint?
2.__is the a way to have camera center behind vehicle either automatically after a few seconds after steering or stop moving a button or or button press?
Bro I want to learn about how the car parts are detachable such as bumpers, doors and hoods and damage system after collision. I can't find any tutorials abt car damage in unreal engine 4
Hi, I do everything as you show in the tutorial. I connected wheels with armature, and they move together. I also named the armature bones like the wheels. But when I import the model to UE, the wheels are missing and PhysicsAsset menu shows only Body. Do you know maybe what could be the issue? I would be grateful for any advice :)
Are you making sure all wheels etc are selected during export? Make sure all parts of the vehicle are selected, then in the Export Options, if 'Selected Objects' is selected, they will export properly :)
Did you solve the issue? I have the same problem
@@xMrDog yes, actually in the new unreal engine you have to right click on physics assets on the section where the bones are visible, and select option to show all bones
@@MegaKoobix How do u "show all bones"
@@Manim8 I did and I'm still having this problem
Cool tutorial but I can't find the Wheel Handler. Can anyone help me?
Bro, you saved my life, even now is 2024.
How how much it can cost me to pay someone to create a vehicle system for very interactive, open doors, lock the doors, car damage, the glass can be break, etc.. how much $?
Tutorial assim vale a pena ver nem estava fazendo carro e quis assistir, depois irei testar
Thank you very much helped me a lot
Thnku for this tutorial sir 🥰🥰 ........
I just realized this is for previous versions of UE..do you have a setup for Chaos?
I will do one for Chaos soon 👌
you are my hero
great video thankyou
hi, this was really helpful,
but there's one problem :
the handling of the car isnt stable when turning, and its pretty bad.
can we fix this in wheeled vehicle parameters ?
Yeah it's a known problem. Set up physics materials on your tires and the ground materials, it should be much better then.👍🏼
for me car wont move it steers and wheels spins but car wont move :(
cool! it works
Superb bro
Hey, I know it's a bit late to ask for help but my car's wheels don't collide with the ground and when I try to steer right, only left wheel will turn. Is there any way to fix it?
Sorry for late reply, but have to triple checked the scaling of the wheels and the whole scene inside of Blender? Reason I ask is because 99.9% of wheel issues are do to with the scaling not set properly somewhere in Blender.
I know it's an older video, but I didn't have capsules on my wheel, don't you know what it could be? I do it exactly according to the video. sorry for any mistakes, i use google translator: D
If you have discord I can help you tomorrow
@@l0m-dev ShotSheep#3318 thanks
I'm sorry for the late response. I don't seem to be getting all notifications for some reason. Did you get it sorted? If you don't have capsules on your wheels it doesn't matter. But it could be that your wheels aren't parented properly to the Rig. Or sometimes UE4 just doesn't create capsules for all objects. It can be a bit hit and miss.
Thanks for this, i've messed about a lot and managed to do it, but upon following your second video for the lights, somehow the car has merged the brake lights to it's body, and cannot change it's material in UE4, despite being 2 materials in Blender, any ideas?
PS: Also for some reason I can't edit the model at all physically, just textures and deleting faces.
Hey, no problem.
As far as editing the model goes, have you pressed '1' on the numbers on the top of your keyboard to switch to 'vertex select' mode? (Not the numpad keys)
I just re-downloaded the car now, and for some reason it is set to 'face select' mode.
About your first problem... Did your try to re-import the model after changing the light materials in Blender? If that hasn't worked, try importing the car again in a different folder, and then swap the skeletal mesh in the vehicle BP for the newly imported one. That should work.
On another note, make sure to subscribe as i have been working on a new vehicle system that makes the vehicles feel very much like GTA vehicle physics and handling. Fully physics based. Haven't perfected it yet but once i do, I will be doing a video on it. It is way better than Unreals default 'wheeled vehicle' system. Stay tuned!
@@Manim8 I know it's Face Select but regardless you should be able to edit faces too unless it's half mirrored but neither side works. Cos I was gonna fix some gaps in the model and maybe add more detail and interior. Edge and Vertex don't work either.
For the material I did re-import the vehicle yeah but UE4 still thinks part of the brake light (only the middle part odly) is part of the car body. I'll try some more stuff tomorrow but didn't see many relevant options for importing as parts rather than merging it all in one mesh.
The mesh being all one mesh is fine, as long as there are separate materials. If you want to import as separate meshes, you'll have to export the chassis out of blender WITH the rig, then export other parts separately, then add them as components within the blueprint. That'll work 😏👍🏼
@@Manim8 They are different textured indeed but not sure why it blends into the car body and uses that material when imported. All 4 are different materials, reverse, indicator, brake, tail, upon importing only the brakes are joined to the body and using its material and can't separate.
Well that was the part where editing the model was gonna be my workaround but I couldn't move it around, I thought maybe because the faces are touching it thinks it's one face. It'll be something obvious once I figure it out but just annoying at the moment haha.
Lol sounds very strange. Go get a coffee and some fresh air, when you return, you'll see the solution hopefully 🤞🏼🤞🏼
fixed my issue.
but my car is lagging when not fully accelerated now? what's that supposed to mean?
also, the front wheels lift off the ground and highering the damping completely destroys the car
If the front of your car lifts off the ground, select the Vehicle Movement Component, then in the details panel, look for Center of Mass, and change the Z value to something like 50 or -50. Should fix that hopefully.
@@Manim8 yeah thanks, it also fixed the lag
I beg you like no one to do a comprehensive cool tut about how to set up proper and easy way to make car sequences WITH physics for cinematic shots (so you could control the cars transforms without animating seperatly suspension and wheels - like the play mode for movies). Found one but maybe there is another more handy and efficient way...
I know it's a bit late to ask, but I can't get my car to move. Once I click play at the end of the tutorial it stays put. The wheels don't even turn. What do I do?
Can you rotate the camera? Did you assign the controls WASD in Project SETTINGS? Have you set Player 0 to the self mesh?
Hey guy..., I want to create a truck simulator, but I don't know which engine to use, Blender and Unreal Engine which is the best, please give me your idea?
Well I would say if you haven't used any game engines before, try Unreal Engine. It's much quicker to get up and running using their templates and blueprints system. Blender is just used for modeling and animating objects. Hope this helps 👍🏼
@@Manim8 Thanks bro, is so pleasant hearing from you, I'll use UE..?
When I apply "with empty groups" my tires just disapear... What's happening?! XD Blender v 2.92
Hmm, not sure about that. I haven't used 2.92 so could be an issue in there. 2.93 LTS has been released to maybe try that one.
See my message above or somewhere else in the comments, before you even touch any settings, at the beginning you need to separate the wheels from the body, in their own collection.
I tried to import the car, but the wheels fall on there sides when I press play... Any suggestions ?
Did you delete the Capsules from the wheels?
I had this issue as well, you may have accidentally used the Animation Blueprint into the level instead of the actual Blueprint (BMW_BP).
Thanks man. Subescribed
Thanks dude, welcome aboard!
MACHINE MAN!!!
Hi bro I really like that video because very easy for beginners like me
I from Iran and can you add Persian subtitle?
And make videos on unreal engine 5?
Thanks 🙏
Best tutorial!!)))
Thanks! 😃
Hello man, when i import my 3d model, UE4 says, Missing bones and theres no any wheel in physics asset, how can i solce? thank you
You sure you set the bones up and named them all correctly in Blender?
@@Manim8 yes, i solved this problem but i can't find Wheelhandler in Animation
hmm. did you try turning 'content sensitive' on or off in the search list?
Hay i just followed the tutorial but my car just sits in the air and i cant do anything exept for moving the camera.. Any Idea what i did wrong ?
same for me, and there are several Physics error
Great, but I got a broblem, how can I bind break callipers in game?
I'm still trying to find a solution to that one. Will post back here when i find a solution.
If you want to have functioning brake calipers you have to set them up in Blender and then use blueprints for them in UE. Now I'm not sure what type of BP but likely you can use a force multiplier to be applied from the calipers themselves and onto the brakes / wheels. For example if S is pressed then > brakecaliper1 -throttle on brake1. Now this is too simplified because I don't know all the blueprints but you'd also have to set up the brakes to function individually such as if S not pressed, then allow throttle. If pressed then apply force.
I fI followed everything..even tested it and the bones are attached to the wheels and doors in blender but on ue4 only the body has the physics capsule..and the bones come as bones but on the video..they are bodies
So so sorry for late reply...
It's ok if your bones and bodies show different to mine. UE does it's own thing and sometimes wheels/ doors have bodies set up automatically, sometimes they don't. You can create your own though by clicking the gear icon, then select, show all bones, then right click any bone and add a body from there. Hope this helped.
Great video, but do you know how to make the windows transparent?
Sure. I'll make a video on it soon :)
Multiple days in a row i cant figure out why my tires just fall to the side when i press simulate .
@darius mcvay ive figured it out for the most part .go into your physics asset and click "body" then click on the Capsule and make it single convex hull, then shift click on the FL FR RR RL tires all at once and change them to " CAPSULE" and then in the viewpoint window MAKE SURE to shift click the 4 physics bubbles that appear on the tires and delete them(physics only change when you regenerate the asset) .when simulated the tires should be solid and stiff .but when you make the wheelBP and vehicle_BP and connect them all with the blend space make sure your Vehicle Bp is running the right tires being the new wheelBP you made and all that spring arm camera mesh it should go accordingly to the video after the physics BP is done like i explained. Worked for me anyhow i have now 5 badass trucks from the 1960s German army . :) hope this helps .
@darius mcvay ive been messing around in a few different versions .pretty new
hey, Thanks for the tutorial! Do you know how to make an engine sound for the car?
I'm sorry I don't at this time. It's something I will be looking at in the future though.
I'm a bit stuck with assigning multiple objects to the same vertex group. I have modeled my car myself. It's still in concept fase, so I I still need all the flexibility and like to keep things seperate, not permenantly apply (mirror-)modifiers or merge the body into one object. Currently I have my car seperated in exterior body, interior body, seats, steering, ... . But how do I assign the to the same 'body' vertex-group?
Is it actually necessary to do this? Can't I just assign things in Unreal? I need to be able to update the car in Unreal if I make adjustments to the design (or add elements to it).
I'm sorry I didn't see this comment sooner. Did you figure the vertex grouping out? If not, yes you can keep the parts separate and still assign to the same vertex groups. Just select each 'part' and tab into edit mode then select all and add a new vertex group, then name it whatever the group name is you want to add it to (make sure it's spelled right as it is case sensitive). 👍
@@Manim8 Hi, no worries. I know people have a life outside of UA-cam 😉.
And indeed, I began to notice that there is a vertex group symbol next to your object name in the scene list. When extending the tree, you can see which vertex group it is assigned to, so I was able to check if every object was assigned properly.
In the end, the thing that caused all my problems was that my Scene Unit Scale was still at 1.00 and not on 0.01.
lol yeah that scaling issue seems to catch us all out. Glad you got it sorted 👍😊
@@Manim8 Indeed. Even if you think you have set every tiny thing, there is even a more tinier thing in the corner you didn't notice.
Do you also have other tutorials that can help creating a racing game?
I switched from Godot to Unreal because I couldn't get drifting to work in Godot and also the car could lose a lot of speed on ramp. It was cumbersone because you had to program everything beyond the initial setup.
I'm creating a racing game inspired by Split Second: Velocity. So I need a way to measure drifting and drafting mechanics, so I can fill a bar which you can use to fire triggers in different spots.
Have you also tried the new(?) ChaosVehicle classes in Unreal? I read yesterday that's going to be the new standard in Unreal and the one in the tutorial is ending it's life-cycle.
At this time i don't I'm sorry. I haven't played around too much with vehicles in any lengthy way. Been building a horror game for the last year so have been busy but once it's out next month I'll have some time to take a look at the Chaos system as I've been wanting to play around with it.
On another note, how do you find Godot generally? I opened it up once to have a look but that's as far as I got lol
I have something in the reminiscence section, what is the reason?
I'm sorry I'm not sure what you mean by 'reminiscence section'.
somehow when I imported the car, there are no capsules attached to the wheels? and the graph thingy underneath it doesn't show that the body is constrained to the wheels as well , any ideas?
Same issue
Hmmm, You sure you set up the Rig correctly in Blender? I mean it is all one rig and not multiple Armatures, right? As far as the capsules for the wheels, that shouldn't be problem as we delete those anyway.
Thank you for this tutorial!But I have a big problem: when I try to import vehicle with 2 different wheels from blender, UE4 doesnt create physic body for front wheels, then I have sink of front wheels into the road, even if I generate body for each wheel manually.
I think they are too small to autogenerate by UE, but I cant scale them, because of thats a real kart model.
I have try to load another vehicle with one diameter wheels, and it works okay
But in this case I don't know what to do
I have checked all blueprints and the problem is in importing stage.
Help me please, someone🙂
yeah i have a similar problem. did you fix it?
@@lollerkiller900 I have create new mesh for wheels
Sorry I didn't see this comment earlier...
I would say to create the front wheel BPs and set the appropriate wheel size in there. Remember, the sizes you input into the wheel BP needs to be half the diameter of the wheel as this is asking for the Wheel Radius. These need to be correct or the wheels will either fall through the floor or raise above the floor. Also make sure you didn't skip the scaling part of the tutorial in Blender. If you don't do that part and don't apply all scales correctly then you will have errors when working in Unreal.
i dont nead parent body and wheel? same 3dmax ? you import in UE out parent Body and Wheel not just skeleton ?
I'm sorry, I don't understand your question :)
@@Manim8 it was my mistake I was not selected in Ue4 to be able to see skeleton joint and I did not choose created anime intance bp ....
@@Manim8 yes because with the plugin Ue4 blender dont nead wheel parent woth body car :)) now is ok my project is eneable to work thanks ...
Hello, how can i contact with you?
Hi. I was working on mobile platform . I just know about how to control steering wheel using umg widget like a steering wheel image . I searched a lot but can't find. But unity engine they have their own plugin like simple input in marketplace. Help me pl. Thanks in advance..
I'm sorry but I'm not knowledgeable on mobile platforms :)
@@Manim8 ahhhh😐it's ok 😇 thanks for your reply..and I'm developing a car game for Android. So only asked to you... Thanks .. r u in discord?
Can anyone help me as to how to make a blueprint of a vehicle with no wheels ?
Hey man aweosme video but i have frw problems ive been tryinf tk rig my car for 10days in a row still cannot figure it out😔
Cheers man. What problem are you having?
@@Manim8 I figured everyyhink out, but thanks for response. Now i need to find a video for all of the settingd for car so i can makr it how i want it😁
sir please help i got not just wheels i have brakes too with my model which i downloaded from blender market should i delete them and just keep wheels ?
Well you could delete them if it's easier. But if you really want them, there may be a way, I will take a look and see what options you have and I'll reply back here later. I might even make a video on it.
@@Manim8 thank you so much for reply i just deleted and followed along at 8:25 when i click bone and trying to rotate wheel doesn't rotate, i might did something wrong il try again,learning quite a bit frm your lessons thnk you fr all of them
did you make sure to assign the vertex groups properly?
@@Manim8 sir i tried to do a couple of times when i select all the mesh and click on empty groups the half mesh turns side wards with rimwheels and body while tires remain one side... im unable to figureout where the hell im going wrong, pardon me if its simple mistake im just a noob trying to learn.
@@karmapolice3335 Hmm, that's strange. Do you have Discord?
Is it possible to port this blueprint to UE5?
No as UE5 uses a different vehicle system called Chaos. They are set up simularly but with differences.
ive been messing with a specific vehicle lately and ive made a return to this video to ask further if anyone may know why the wheel setups has started coming empty within the vehicle BP
Hey. What do you mean by 'coming empty'?
@@Manim8 if i make the wheeled vehicle and all that good stuff where In earlier than 5.0 i click the vehicle BP and in the Wheel Settings the 4 wheels are there just need to be named and set to the VehicleWheel you make for your car but in 5.0 it says 0 so i add the 4 and from here idk if thats the root or not but where i make a vehicle in 4.25 it works perfect do the same thing in 5.0 it does not .
My advice would to not use ue5. It's in beta and not finished yet. It won't be officially released until next year so I'd just stick to 4.26. 4.27 will be released soon too so i wouldn't be playing with 5.0 yet 🙂
@@Manim8 yeah i have completed about 60 tutorials and hae a decent sized game made in ue5 but i never did the vehicles thouroghly and that was the main problem there . :/
Cool. But keep in mind Epic are telling people not to use it for any projects unless you're just testing stuff out as things are likely to change drastically later on. So with that in mind I'm not bothering with it until it releases officially. Can't be bothered with the headaches that go with using a beta build. Good luck though lol hopefully it will be ok 🙂👍🏻
What blender version are you using?
2.83 for this video I think 👍
@@Manim8 And which version of UE are you using? Im using 4.25 and the "Import Mesh" option in import is missing. So that means its not importing it in one piece. (I think)
@@esconis5304 4.25. Did you make sure you had both the Armature AND the mesh selected when you exported from Blender? Shouldn't matter which version of UE you're using, if the mesh is exported in the FBX, it should show up in the Import dialogue 👍
@@Manim8 Idk. Is there a keyboard shortcut to select everything? Sorry Im very new to this xD
Yeah, press A key on keyboard. might have to press it a few times to select everything. Just make sure there's no cameras or lights in your scene if you're selecting everything. Otherwise, just select the things you want (like car body parts, wheels and the armature) then in the Export dialogue, select the checkbox next to 'Selected Objects' near the top. This will only export the objects you have selected. 👍
o Meu foi o seguinte, veio sem a física nas rodas, eu criei novas, não dá por que cai as rodas, depois tirei as físicas das rodas, aí o veículo todo caiu e não anda.
você assistiu ao final onde eu mostrei como consertar isso usando a medição do Blender? Além disso, você se certificou de dimensionar seu veículo corretamente dentro do Blender?
@@Manim8 refiz todo o processo, aí aconteceu o seguinte, as rodas ficam 50% dentro do chão.
Vá até o Blender, verifique as dimensões de suas rodas e depois a metade. em seguida, no UE4, no Blueprint de suas 'rodas', defina esse valor na caixa do raio da roda.
Great,thank you. Please Man, add link to your car. 😏
In the description dude :) But here it is also: www.blendswap.com/blend/24561
How would I add offset wheels? I'm working on a wheelchair and the vertical axis are offset for the front wheels.