You're welcome. Chaos vehicles plugin does a lot of the work, but also all offered flying physics non-chaos based movements have just been tested for it.
I'm not offering tutorials at the current time, as I am focusing on creating AI and physics assets for the UE Marketplace. If you have questions regarding any asset, please make sure to visit my discord server discord.gg/7a3jegCjeh
Yes, this asset includes the complete Chaos Drift Physics asset, which is based on the chaos vehicles plugin in Unreal Engine 5 www.unrealengine.com/marketplace/en-US/product/chaos-drift-simulation-physics
Thank you for your feedback. The asset has just been published on the UE Marketplace www.unrealengine.com/marketplace/en-US/product/race-system Please let me know if you have any concerns.
I've just recorded gameplay of it on a mountain landscape with inclines and declines which you can watch here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bvZ4LnCVW1E.html
Thank you! Unfortunately, I'm not offering tutorials at the current time, as I am focusing on creating AI and physics based assets for the UE Marketplace. But if you have any urgent question regarding any asset, please make sure to visit my discord server discord.gg/7a3jegCjeh
Yes, that's actually possible. There are two ways of achieving that: The first one is to swap out vehicle movement components within the blueprint components' hierarchy, and the second way is to copy all variables, components, and functions into the desired vehicle blueprint in this exact order and then compiling the blueprint to complete the process while making sure blueprint names are the same as they are inside the default project, like BP_AI_Police for police actors, and BP_Pawn_SportsCar for the player pursuit vehicle, to make sure bp-casting remains successful. If you need additional guidance on this subject, please visit the support discord server discord.gg/7a3jegCjeh
There are separate meshes inside the siren light bar which appear when the Police AI starts to follow a pursuit vehicle. Those then follow a light sequence which is inspired by real-world American police car siren intervals. Additionally, the interval changes depending on the current distance to the pursuit vehicle.
Yes, just disable the patrol or chase mode vehicle AI function as soon as your AI/NPC officers get out of the vehicle. And if they are re-entering the vehicle, just switch those functions back on, so that the vehicles return to chasing the player or driving back into traffic. If you need any guidance on that, please visit my discord server discord.gg/7a3jegCjeh
There is a free demo available here drive.google.com/file/d/1-XTbpY9O2di1nsXyDrrKAJ2g_nf93WcB/view?usp=sharing but in order to be able to own and use the Racing AI asset you need to purchase it from the marketplace www.unrealengine.com/marketplace/en-US/product/racing-ai
The craft doesn't need input in order for it to hover, but it will not prevent you from crashing into the ground or road. It is unrestricted in its movement.
One of my fave things! Looks so good! Thanks for sharing to community! I will do my Unreal shopping on Black Friday and hope I can pick up your product but for now I'm window shoppin'! See ya real soon in my game...!
How easy would it be to replace the vehicles with the ones from the matrix city demo? That pack includes destruction physics and would take this to the next level.
Yes. You will find the static mesh dropdown menu inside the BP_Hovercar actor, and in it, you'll be able to replace it with any other mesh. To use the functional lights, just put the default light materials on your new 3D model, to make it have the same brake light effect. The process is also decribed inside chapter 1.2 of the asset-documentation drive.google.com/file/d/1wvuRl2i7WlB2WXCoOkwSvdX38DUFO1JB/view?usp=drive_link
I've just translated your comment into English, so make sure to correct me if I am wrong. Answer: No, this AI is not from any Need For Speed title. This is a completely self-developed and independently created police AI. But it is inspired by police behavior from a certain variety of different video games. It is completely customizable and can be implemented into all types of Unreal Engine games and projects.
@@flux_support the artificial intelligence of the cops is at the level of the latest parts of nfs where they took it not with their minds but with brute force)
Thanks. Yes, the movement is already replicated, but the vehicle effects aren't. So if you want to make for example light effects visible for others, the associated variables in the My Blueprint panel should be set to replicated.
I've just implemented this and a few other features into the system. Some vehicles will now follow you until they are joined by other polices before they initiate maneuvers. Also vehicles will now try to block the direction you are driving in, either reverse or forward; they will understand. Some vehicles stay in the back and follow, but some cars will drive up front and try to block the way. The new behavior can be tested in the free demo drive.google.com/file/d/1L4wqMcaP9FQoQPb8YdsX4F5tcaUUvdiS/view?usp=sharing and the product update will follow in the next few days.
@@TheLegend-il4nk Hey there, you'd basically need to load a desired map via some input that you want to use. The arrested screen is blocking input so if you want to use some input to load a new level from the "execute while paused" function exeption should be ticked. If you need any further guidance please visit my discord server, I'll be there discord.gg/7a3jegCjeh
Scroll down to the last page in the following documentation drive.google.com/file/d/18_0NF24hL0uDFoMnq1EY4fzShcBqR6ZL/view It will explain you how the sound is set up and how to change its sound wav.-file to any other engine sound. You‘re welcome.
The AI will recover from all crashes and will be able to find and drive back to the customized race route. It will try to dodge every other player, street racing AI, or traffic AI as long as it detects them via its visual field which faces to the front direction (panning out to the left and right) of the vehicle. So if you try to attack it from the rear it will not be able to see you, but if you brake check it from the front then there is a general possibility for it to be able to dodge your maneuver. Either way, it will always try to prevent further colliding in any hit event by steering into the opposite direction of the detected hit event location and navigate back to the race route.
All methods used are explained in chapter 2.2 inside the product documentation drive.google.com/file/d/1gy5StRz9JeCZGU8nQIJPXUjirW8yvjEm/view?usp=sharing
All assets within this product can be used for VR. You’ll just need to set up your custom VR_Pawn inside the player vehicle and select the desired input controls within the project settings if you plan on controlling the player vehicle via VR.
hey, could you plz help whenever I'm trying to add a vehicle in my scene and hit play the car doesn't move. I've checked everything but all the settings are fine
Check out chapter 1.4 in this documentation drive.google.com/file/d/1gy5StRz9JeCZGU8nQIJPXUjirW8yvjEm/view It is dedicated to the city sample vehicle body replacement.
@@kumarchandan7404 I just tested the base project and it seems like I can't reconstruct your issue. Would it be possible for you to visit my discord server and send me a screenshot or video of your project? Here is the link to the server: discord.gg/7a3jegCjeh
This is an asset for the unreal engine marketplace, it includes AI or NPC drivers which are programmed to race in games www.unrealengine.com/marketplace/en-US/product/street-racing-ai
The deformation system is not activated inside this product, but the necessary components can be imported from the city sample demo, although this can be a complex process. All vehicles are still in their original form, exactly like they're presented inside the city sample vehicles asset www.unrealengine.com/marketplace/en-US/product/city-sample-vehicles