[Unreal Engine 4.7+] Hover Vehicle Blueprint Tutorial

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If all I had learned from this vid had been the DOT PRODUCT, it would have been totally worth it for that alone!
Thank you very much!

Jake-cort
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Added some annotations to fix the problems you might have in 4.9+.

Unain
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Awesome tutorial man. These physics work way better work for an arcade-type type racer than the built-in vehicle physics.

vincentprom
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2 years later, still very usefull. Thank you very much Unain, this is a nice tutorial! :)

xultros
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Thanks for this. For anyone having trouble and box hits ground and bounces slightly. This is normal Physics. Solution is you do not have HoverComponents attached CarMesh correctly.

godzyxw
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You are awesome man! This is exactly what I need for making my boat float in water (float, hover, no real difference!). A thousand thanks for sharing your brilliance!

KnobbyNobbes
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7:10 - I'm a little confused. Why does each hover component need to tell the same mesh to simulate physics? If the cube itself is what's simulating physics, then why move move to event begin play on the cube?

ghostravenstorm
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9:32 - add multiply up vector by a float is where i hit a problem. All i get is Math/Float/Multiply by PI. At this point i knew I HAD F**KED UP! Great tutorial up to there HEEELPPP!!

PEMBYSGAMINGWORLD
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I having issues trying to do this in 4.9. I'm using my hover bike mesh i made so the first issue was the " cast to primitive component" it said i already had a mesh and didnt need it so i continued without it. but when i "add force at location" i dont have a component for it so i used the parent component from variables. everything compiled correctly but when i tried it out it would just fall to the ground and wouldn't move. please help

Racnn
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this tutorial is so great. one thing I've been struggling with - how do I get it to accelerate and how can I configure its breaking speed?

LiltGarden
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3rd time editing: Finally got this working, had to assign the individual hover components to 'init component" as well as link them all to the car mesh. now I just have to figure out how to add a bit of a drift force to the turning and also find a way to keep it attached to the ground.

ReaverLordTonus
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can this concept be applied to buoyency (i.e. making a boat float on water)

Tendou-Gaming
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this approach is flawed. Somehow the line trace gets skewed the farther away I move the mesh from the World Origin. Why is that?

novaria
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I'm not getting these same results in 4.14. It just lies flat on the ground.

ghostravenstorm
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First of all THANK YOU!!! Amazing! My "hover car" seems to want to switch directions if I hold it in one directions like its fighting the other side type thing. Not sure whats going on. Anyway, very cool stuff.

AttitudeOverTalent
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i got an Error because of "None" ParentComponent what i should do?

NordicDetectorist
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when i try to add force to the parent component it wont find the parent component just add force at location and add force at location local why is this?

DragonFlairr
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Hey Unain. I just want to say thank you for this tutorial. I didn't read the description like an idiot and got pretty frustrated with myself. Once I did read it, everything worked fine. This is a big step in the right direction for my project. Thanks a lot man. You're a big help.

DrJackalPhD
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it just keeps crashing every time i try to compile?? and when i try to not use cast to primitive componant instead and plug it in directly it wont allow and says its not compatable...this woould have been awesome but i'm giving up after 20 crashes. i'm using 4.10 i'm sure it changed and thats the problem

tyelliott
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I know this is old but mine just wobbles about or acts like it's doing the downward dog

PandaBot