Release date:2020, August

Duration:04 h 37 m

Author:Daniel Orchard

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn? Learn how to implement the PhysXVehicles plugin to power your wheeled vehicles

Requirements

A basic understanding of Blueprints

A vehicle 3D model you wish to use to follow along with

In one section, we use C++ to expand whats available, so if you wish to follow that part, visual studios will be needed.

Description In this series I will be guiding you though the PhysxVehicle plugin to power your vehicles. This will support vehicles like cars, trucks, vans, and even industrial and agricultural vehicles. Due to a limitation in the system, it will partially support motorbikes, but not fully.

This system can be achieved 90% through blueprints alone, and we utilise C++ to provide some totally optional extras at the end of the series. No C++ is required to get the core product working and this series will focus on blueprint support.

We will be exploring:

Correctly orientating and rigging our vehicle without using any bones in a DCC tool Creating a vehicle blueprint Making your vehicle fully drive-able, and giving you the knowledge to tweak it to achieve the desired handling. Expanding the blueprint system with some c++ extras Exploring how to argument your vehicle with particles, sound effects, and lights

01 Introduction 001 Introduction

02 The Rough Product 001 Project and Classes 002 Vehicle Mesh Sourcing 003 DCC Setup Part 1 004 DCC Setup Part 2 005 Importing into Unreal 006 Input Mappings and Bindings 007 Anim Blueprints and Interactive Camera 008 Engine Sounds 009 Creating a test map 010 The Automotive Materials Pack 011 Adding a Rev Counter_speedo Part 1 012 Adding a Rev Counter_speedo Part 2

03 Vehicle Stats – Discussion and demonstration 001 Stat – Friction 002 Stat – Suspension 003 Stat – Engine 004 Stat – Steering

04 Tweaking and adding logic 001 (Artistic) Tweaking our stats 002 Adding brake lights 003 Enter_Exit Vehicle logic

05 Using C++ to expand the possibilities 001 Creating our C++ Library 002 Detecting Landing Impacts 003 Detecting Contact Surface + Surface FX 004 Detecting Skid + Skid Audio System

06 Race Timers and Checkpoints 001 Building the visual element 002 Adding the Timer Logic 003 Adding Checkpoints

07 Wrap up and conclusion 001 Summary

[Udemy] Vehicles in Unreal Engine 4.7z [Udemy] Vehicles in Unreal Engine 4_Subtitles.7z

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