Unreal Engine NPC Car Tutorial

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  • čas přidán 8. 09. 2024

Komentáře • 239

  • @Seredias.
    @Seredias.  Před rokem +10

    If you want to speed up the AI, you can set the gear with "Set Target Gear". Be sure that "Immediate" is true.

    • @user-xt2pf4bn5t
      @user-xt2pf4bn5t Před rokem

      Where is Target Gear? Help me, cool guy

    • @Seredias.
      @Seredias.  Před rokem

      @@user-xt2pf4bn5t @김효신 The "Set Target Gear " Function is part of the Vehicle Movement. If you want to use a Vehicle Movement Function, you need "Cast to Chaos Vehicle Movement" first.

  • @Kuechmeister
    @Kuechmeister Před 11 měsíci +4

    Thank you, you and another UE CZcamsr have made the last Audi video on my CZcams Channel possible.

  • @LocoTony64
    @LocoTony64 Před 8 měsíci +1

    Thanks for the tutorial not sure why this didn't pop up for you but I was getting access none errors following your guide so I had to do assign a value to Path variable. I used a get actor of class node to get the reference.

    • @Seredias.
      @Seredias.  Před 8 měsíci +1

      Yes, you will get this error if you didnt assign the Path at 4:46.

    • @LocoTony64
      @LocoTony64 Před 8 měsíci

      good eye I knew something was up I completely missed that step. That you so much for responding! @@Seredias.

    • @JosefSF
      @JosefSF Před 7 měsíci

      missed the same haha@@LocoTony64

  • @feuerbreit
    @feuerbreit Před 20 dny

    Dear Seredias, everything was resolved with the transition to version 5.4. On version 5.2, even in the final draft of the race, the UE car, converted into AI, crashed into an invisible obstacle. With the new version of the engine everything worked like clockwork

  • @Yannnus
    @Yannnus Před rokem +2

    You are great! This is exactly what I need.

    • @spvs8914
      @spvs8914 Před rokem

      i been trying but still fail

  • @Leon-zc4ft
    @Leon-zc4ft Před rokem +2

    Great tutorial!!Please,make a turorial about How to make cruise control foe car in Unreal Engine 4🤙🏼

    • @Seredias.
      @Seredias.  Před rokem +2

      Good Idea, this will not be easy, but I will give it a try.

    • @Leon-zc4ft
      @Leon-zc4ft Před rokem +1

      @@Seredias. Thanks Bro!

  • @mertc6249
    @mertc6249 Před 5 měsíci +1

    i did exactly as shown in the video, very clear i wanna say! But i have an issue with my spline, the car will follow the path for like 5 meters and then it will start to do 360 degree turns lol any idea how to fix this? i'm on ue 5.3.2

    • @Seredias.
      @Seredias.  Před 5 měsíci +1

      This happen when the Car is not able to calculate the direction. Reasons can be:
      1. The Spline is not on the same height as the car.
      2. The Spline has a very sharp angle.
      3. The car is at the end of the Spline.

    • @mertc6249
      @mertc6249 Před 5 měsíci

      it works now, thanks!@@Seredias.

  • @libortelupil7647
    @libortelupil7647 Před rokem +1

    Thanks for the tutorial, but I think you should explain a little bit, what are you actually doing and why, not just plant one node after another without any explanation of what it does. Especially for new users it would be much more helpful.

    • @Seredias.
      @Seredias.  Před rokem +2

      I know what you mean, but I can't satisfy everyone, cause on the other hand you have the avanced Users, who want it straight to the point. My focus is to find a good way for both. Me personally like it straight to the point as well. If I see a Tutorial with 30 Minutes and more, I don't wanna watch it. If I don't understand a Part of a Tutorial, I research it by myself.

    • @libortelupil7647
      @libortelupil7647 Před rokem +2

      @@Seredias. I don't mean to do indepth explaining of individual nodes, but you should at least to mention, why are you adding that 200 value to the vector (for instance). That would take like 5 seconds extra. Then add debug sphere on the position of the final vector and suddenly it would be much easier for everyone to understand, and it would only take an extra 30 seconds or so.

  • @feuerbreit
    @feuerbreit Před 20 dny

    When I drive up to one of the AI ​​cars and look at it for 3-5 seconds, it crashes into an invisible wall. But if I follow them, then everything works as it should. I can’t imagine why this is. Seredias, any help please🙏

  • @gaio5310
    @gaio5310 Před rokem +2

    hi
    in the end i can't find "Default> Active Path"
    can you help me?
    Blueprint Runtime Error: "Accessed None trying to read property ActivePath". Node: Return Node Graph: GetPath Function: Get Path Blueprint: carro-ai

    • @Seredias.
      @Seredias.  Před rokem +1

      Did you set the "Active Path" public (Open the Eye beside the Variable)? 4:07

    • @gaio5310
      @gaio5310 Před rokem

      @@Seredias. thank you! but now i have this:
      Blueprint Runtime Error: "Accessed None trying to read property ActivePath". Node: Return Node Graph: GetPath Function: Get Path Blueprint: carro-ai

    • @Seredias.
      @Seredias.  Před rokem +1

      @@gaio5310 Did you place the "Path" inside the World and set the Active Path to this Path. 4:48

    • @gaio5310
      @gaio5310 Před rokem

      @@Seredias. Thank you!

    • @Tinku1899
      @Tinku1899 Před rokem

      @@Seredias. Heck even I'm getting the same error, along with no spline points 4:21 and no active path select option 4:48. "Active Path" is public!!
      P.S. It's version 5.1.1

  • @_jeffrey_williams
    @_jeffrey_williams Před rokem +1

    This worked! Oh lawd it worked.

  • @jagolawgaming3377
    @jagolawgaming3377 Před 7 měsíci

    Legend thankyou for this quick solution!

  • @rohanphadnis6812
    @rohanphadnis6812 Před rokem +2

    i have an issue. When my car turns it slips off the path and crashes into the wall, despite the fact that the spline is following the track. How do i fix it?
    SOLVED:
    There was not enough of a downward force on it. Multiplied downward force coefficient by 100

    • @Seredias.
      @Seredias.  Před rokem +1

      Did you try to reduce the Speed?

    • @rohanphadnis6812
      @rohanphadnis6812 Před rokem +1

      @@Seredias. yes

    • @Seredias.
      @Seredias.  Před rokem +1

      @@rohanphadnis6812 And you deactivated the automatic Transmission? Because it sounds like the Car is too fast in the curve. That's why it slip.

    • @rohanphadnis6812
      @rohanphadnis6812 Před rokem +1

      @@Seredias. yes, it is disabled.

    • @rohanphadnis6812
      @rohanphadnis6812 Před rokem +1

      @@Seredias. Thank you, I have solved it!

  • @adampfeifer8451
    @adampfeifer8451 Před 9 měsíci

    Implemented - Thank you

  • @orccomputers2145
    @orccomputers2145 Před rokem +5

    make sure u thumbs up! we need good coders on youtube.

  • @Tinku1899
    @Tinku1899 Před rokem +2

    Hi there @Seredias So everything worked until I placed "Path" blueprint on the world, and there is no spline points (spline points are visible in the Blueprint Editor). Any ideas how to fix that?

  • @heavenseek
    @heavenseek Před rokem

    Wow, superb, thanks!

  • @devzonic288
    @devzonic288 Před rokem +2

    Hey sir, do you know a way to make a car AI chase the player until it stops or obstructs it? Just like the police cars in Need for Speed monster Wanted.

    • @Seredias.
      @Seredias.  Před rokem +1

      That's actually very complicated. I already make a Tutorial about it. Its not perfect, but describes the concept: czcams.com/video/hX6NX-Vgqw0/video.html

    • @devzonic288
      @devzonic288 Před rokem

      @@Seredias. In the inventory series, how many more chapters do you intend to make for the series?

    • @Seredias.
      @Seredias.  Před rokem

      @@devzonic288 There is actually no Specific Number, but I can say, many more. There are so many ways to extend it. Maybe it will go more to survival game.

    • @devzonic288
      @devzonic288 Před rokem

      @@Seredias. Nice sr

  • @hoshlyin1538
    @hoshlyin1538 Před 5 dny +1

    i cant get anything to follow splines i have folloewd every tutorial never has worked for me :(

    • @Seredias.
      @Seredias.  Před 5 dny

      @@hoshlyin1538 Then you missed something.

    • @hoshlyin1538
      @hoshlyin1538 Před 5 dny

      @@Seredias. always the case i guess

    • @hoshlyin1538
      @hoshlyin1538 Před 5 dny

      ​@@Seredias. Blueprint Runtime Error: "Accessed None trying to read property Activepath". Node: Return Node Graph: GetPath Function: Get Path Blueprint: VehicleAdvPawn

    • @Seredias.
      @Seredias.  Před 5 dny

      @@hoshlyin1538 See you didnt set the Active Path at 4:45

  • @Switchell2
    @Switchell2 Před rokem

    This tutorial is great! I am encountering a very strange issue though, and for the life of me I cannot find what the error can be. I followed this tutorial twice for two separate projects, and the first one I had no issues. The second one, however, while the AI follows the path and steers beautifully, for some reason the car will just abruptly stop out of nowhere at random, and then proceed again a few seconds later.
    The AI blueprints are, minus some variable names, are identical between the two projects, and I confirmed my vehicle's settings are the same as what you have in the video (automatic transition, etc). So I'm at a bit of a loss as to what could possibly be causing the car to suddenly stop out of nowhere. I would've just reused the first project since it's working there, but it's a situation where while they both use vehicles, the games being made are so drastically different that it was easier to start from scratch than to copy the project and strip out the unnecessary parts. Tracking their variables with some debug commands and whatnot, the steering and throttle are appropriate being applied to the AI cars too. Like the throttle doesn't just become zero out of nowhere for example, even when they stop.
    Is this an issue you've encountered before, and if so, do you happen to have an idea of what the error could be?

    • @Seredias.
      @Seredias.  Před rokem +1

      Since the function is just calculate the Steering, this can't be the Problem. Are the Cars the same in both Projects? My first guess was, that something in the World block the Car (Invisible Collision), but since it's continue driving after a few seconds, it's sounds more like strange configuration of the engine.

    • @Switchell2
      @Switchell2 Před rokem

      @@Seredias. So I'm not 100% sure about this, but I think what's happening is that they're stopping whenever they're off-camera. If that is what's causing it, it's definitely not consistent, it's just the most consistent repro I've got for the bug. I'm not sure what setting could possibly affect that though.

    • @freedomhindi4949
      @freedomhindi4949 Před 10 měsíci

      any solution please tell me (Invisible Collision@@Seredias.

    • @Seredias.
      @Seredias.  Před 10 měsíci

      @@freedomhindi4949 As I said this Problem come from something else. I would recommend to try this inside a complete new Project (Vehicle Template) with the default Sport Car.

    • @freedomhindi4949
      @freedomhindi4949 Před 10 měsíci

      sir i check new project but problem still but when i change car mesh collision car not stop @@Seredias.

  • @orccomputers2145
    @orccomputers2145 Před rokem

    good work :) this guys work is solid .

  • @paulbeeley6210
    @paulbeeley6210 Před rokem

    Awesome Tutorial!!

  • @Djundead52
    @Djundead52 Před rokem +2

    My car keeps swerving side to side to stay on the path, it’s not really curvy but it still swerves.

    • @Seredias.
      @Seredias.  Před rokem +2

      Sounds like something is missing in the "Get Path " function.

    • @emilyporterfieldart
      @emilyporterfieldart Před 8 měsíci

      @@Seredias. I'm having the same problem. I already double-checked my "Get Path" function and it is the same as the video. I feel like it maybe has to do with the turn handling in the car not being good enough to handle sharp turns, even at very low speeds, so it sort of swings wide and then overcorrects, resulting in a bit of swerving. Any advice on how to improve the handling?

    • @Seredias.
      @Seredias.  Před 8 měsíci +1

      ​@@emilyporterfieldart Well the swerving side to side definitely shouldn't happen. Since this Tutorial is 1 year ago, I double checked everything now and its still working without any problems. But you can improve the accuracy by reducing the tolerance (The float after the Normalize) or place an arrow component on the front of the Car and get the World Location of this Arrow instead of the Actors Location.

  • @Wade978
    @Wade978 Před 4 měsíci

    Hi!!!
    2 questions
    I went through some of your videos on this topic and I realised that you (as well as several UE5 tutorialists) did a lot of Car AI stuff without utilising the AI behaviour tree and Blackboard systems found in UE5.
    I want to ask whether it was a creative choice or if there was a specific reason you used these methods over those.
    Is there a specific reason for it?
    Question 2
    I tried with a first spline and it worked but steered too early before it got to the bend.
    I then deleted it and made another spline but the car ignored it and drives in circles (the active path is always set) and it ignores every spline i make
    Why is it doing this and can i fix it?

    • @Seredias.
      @Seredias.  Před 4 měsíci

      Yes, there is a reason for that. The Behaviour tree and Blackboard only works with an Charakter Blueprint, which has the Charakter Movement or Floating Movement. The Wheeled Vehicle Class can't use those AI Functions cause it's a complete different Blueprint Class with his own benefits like realistic Vehicle Movement.

  • @Emblanefilms
    @Emblanefilms Před rokem

    Hey Seredias. So i wanted to copy this blueprint into various different type of vehicles.
    And have the vehicles follow along 3 - 4 different paths like in your earlier traffic/change paths tutorial.
    I think you had an integar which allowed for selecting different paths in details panel.
    But this code doesn't give option/integer for multiple paths.
    I am just wondering how i can have the option to change it's path to different splines?

    • @Seredias.
      @Seredias.  Před rokem

      If you want to switch the Spline, I can recommend this one: czcams.com/video/H8b2p7L1j1c/video.html

  • @anFerzy
    @anFerzy Před rokem +1

    Hello, I'm on the same unreal version as the tutorial, however the "default" menu to select "Actor path" doesn't appear for me. Is there something I need to do to enable it? Followed every step verbatim.
    Edit: Managed to find it by opening the property matrix however when I try to select "path" it doesn't confirm my selection, any way to fix this?

    • @Seredias.
      @Seredias.  Před rokem

      Did you create a Blueprint Actor called "Path"? 0:30 And is your "Active Path" an Object Reference to this Actor? 1:00

    • @matsnero8307
      @matsnero8307 Před rokem +1

      I had the same problem, but it showed up when I ticked the box "Instance Editable" within the AI_Car details-tab. (when editing the AI_Car Blueprint)

  • @anushaagarwal4473
    @anushaagarwal4473 Před 5 měsíci

    it's not taking a turn it is just going straight thereby not following the path. any idea why?

    • @Seredias.
      @Seredias.  Před 5 měsíci

      Then you missed something in the Get Path function or didn't assign the Path. 4:45

  • @allinobenriab5466
    @allinobenriab5466 Před 5 měsíci

    Currently trying to make the same car made in this video spawn in and follow the path. I tried to follow one of your tutorials about car spawns but that was too complicated for the thing that I'm doing. Any advise?

    • @Seredias.
      @Seredias.  Před 5 měsíci

      The simplest way would be to create a Blueprint Actor "Spawn". Place the Actor where the Car should Spawn. On Begin Play use "Spawn AI from Class" and choose the AI Car.

  • @TheTooTurntTahj
    @TheTooTurntTahj Před 4 dny

    NEED HELP ! lol everything works except the Wheels on the ai car they dont spin any thoughts on why this might be ?

    • @Seredias.
      @Seredias.  Před 4 dny

      @@TheTooTurntTahj I guess you use a custom Car? Did you have a Animation Blueprint for it?

    • @TheTooTurntTahj
      @TheTooTurntTahj Před 4 dny

      @@Seredias. not a custom car! but that reply still helped me solve it. so, thank you!
      the only thing I did different was add a skeletal mesh otherwise the Ai car don't show up ... but there was no animation Blueprint in Anim class, so I added the sportscar bp... sorry I'm new to unreal is this a proper fix? or is it going to give me issues and slow me down later? .. like when I want the cars to appear different .. or do I just copy and paste the ai car and change mesh and Anim blueprint?

    • @Seredias.
      @Seredias.  Před 3 dny +1

      ​@@TheTooTurntTahj If you're using Version 5.4 of the Unreal Engine, you need to copy the VehicleAdvPawn, which is the parent class. Its not possible to just change the skeleton mesh, since many content Packs have there own structure like different bone names etc. So to get different Vehicles you can use Content Packs like this here: www.unrealengine.com/marketplace/en-US/product/9a705589d1994c6e8757fdbedaf698af or make a custome Car: czcams.com/video/Z_BgNXtHQww/video.htmlsi=LhJpQYpFOUPDXZ_8

  • @babajaga7953
    @babajaga7953 Před rokem

    thanks you help me alot!

  • @motivation_hubPJ
    @motivation_hubPJ Před rokem

    Hi @seredias i dont understand the logic in the part where you mention find tangent closest to world location and then normalize why is that required ?

    • @Seredias.
      @Seredias.  Před rokem

      This is just to optimise the calculation and make it more accurate.

  • @Bytegaming187
    @Bytegaming187 Před měsícem +1

    My car follows the path but it drives in serpentine lines

    • @Seredias.
      @Seredias.  Před měsícem +1

      The calculation of the Car is going from the Pivot Point. Do you use default Car or a costume one?

    • @Bytegaming187
      @Bytegaming187 Před měsícem +1

      i use the default car from ue5.4

    • @Seredias.
      @Seredias.  Před měsícem +1

      @@Bytegaming187 Then I am not sure what you mean by serpentine lines.

    • @Bytegaming187
      @Bytegaming187 Před měsícem +1

      ​​@@Seredias. I cant good Englisch i maked this with google tranelator i mean Back and forth

  • @Manim8
    @Manim8 Před 9 měsíci

    Ok, so this works great. But, if I spawn a car into the world, then give it the reference to the spline, and a Speed to start off at, it doesn't do anything. Any idea why?
    Steps the recreate issue...
    Set a Spawn Actor of Class (of type AI Car or whatever your vehicle is called) node on a Begin Play in another BP. Set the location to be at the start of the spline. Then set the Path Reference and Speed right after the Spawn node.
    The car will spawn in, but it won't move. I've done Print Strings to make sure it has the correct Path reference and Speed. It does, but still refuses to budge. Any clues to what I'm missing?

    • @Seredias.
      @Seredias.  Před 9 měsíci

      Try Spawn AI from Class instead.

    • @Manim8
      @Manim8 Před 9 měsíci

      @@Seredias.Thanks for the response. No I figured it out... in the class settings, I had to change the 'Auto-Possess AI' option to 'Placed in World or Spawned'. Can't beleive this caught me out yet again! I've done this multiple times before.

  • @IndigoKidda
    @IndigoKidda Před 9 měsíci

    nice one, be nice to know how to make it so the ai knows how to brake before hitting corners

    • @Seredias.
      @Seredias.  Před 9 měsíci +1

      In this Case I would recommend this one: czcams.com/video/rH_0PLMGmJw/video.htmlsi=b_hhaBzQWAlz70T1&t=250
      At the 4:10 you can find what you need. It still works for UE5.

  • @ArchWorld0829
    @ArchWorld0829 Před rokem

    I really like this video but I have a problem. I want to scale the car down to .05 but the problem is that when i run the program, the car flies above the ground. I can't seem to keep the car on the ground. it takes off and flies along the path of the spline. Help

    • @Seredias.
      @Seredias.  Před rokem

      This should help: czcams.com/video/rH_0PLMGmJw/video.html

  • @adiladilov8655
    @adiladilov8655 Před rokem

    Thank you!

  • @mohdfaizan5069
    @mohdfaizan5069 Před 8 měsíci

    Hi..Thank u For the Tutorial
    How Can I Stop The Car when the spline Point Ends

    • @Seredias.
      @Seredias.  Před 8 měsíci

      With a Collision Box at the end of the Spline. "On Component Begin Overlap" you need to set the Throttle Input to 0 and the Handbrake Input to true.

  • @Kuechmeister
    @Kuechmeister Před rokem

    Thank you for your nice Tutorials, I am since 1998 3d Artist in the automotive industry and since last year I try to learn unreal 5 after some years experience with unity. The blueprint thing seems to be very innovative, but in the beginning it's hard for me to understand this programmer logics. Your Tutorial is good, it runs exactly like your example now. So my question is, when I duplicate path and Ai car in the world brower, go get a second car that drive as on coming traffic in reverse direction. How can I do this, my second car everytime turns around on the second spline and drives in the same direction of the first car.

    • @Seredias.
      @Seredias.  Před rokem

      You need to rotate the Spline inside the World as well. A Spline has a direction with the Car follow.

    • @Kuechmeister
      @Kuechmeister Před rokem

      @@Seredias. Thank you, again, but it doesn't work, I try to make your tutorial step by step again next time, maybe some parameters are buggy in my scene. By the way, what do you this about the plugin "Rush Hour" for UE5,

    • @Kuechmeister
      @Kuechmeister Před rokem +1

      @@Seredias. ...OK now it seems to run. Find Tangent Closest to World Lacotion, the coordinator space I set to Local not to world... my bad.

  • @user-xt2pf4bn5t
    @user-xt2pf4bn5t Před rokem

    HELP!!
    It keeps stopping while running. (If you stop, the wheel doesn't rotate and goes forward.) If you stop again and start, it stops again as if it's under constraints.
    How can I solve it?

    • @Seredias.
      @Seredias.  Před rokem

      Did you use the Default Sports Car? And did remove everything else from the Event Graph first?

  • @SirGentlemenJ
    @SirGentlemenJ Před rokem

    The Default category that has active path isn't in my details 1 menu? Has this changed for Unreal 5.1? Thanks!

    • @Seredias.
      @Seredias.  Před rokem

      Did you make the "Active Path " public? 4:07

  • @miladsasha5330
    @miladsasha5330 Před rokem

    Dear Seredias
    Do you know how can we get speed or acceleration of car during the game and save it every one second and then export it?
    In other words how we can get vehicle data and save it in data table
    I wish you had a video fir that

    • @Seredias.
      @Seredias.  Před rokem +1

      Interesting question. Unfortunately there are only 2 ways to combine external Data with the Unreal Engine. First you could write a custom c++ function that can handle csv for example. Or there are many code plugins to convert files. For both solutions exist many Tutorials. Since I don't have much experience with them, I cant recommend a specific one.

  • @Emblanefilms
    @Emblanefilms Před rokem

    Hey there. I seem to have the same issue as a few others. I followed your tutorial exactly, and the car does not follow the spline. Just drives forward no steering. I am using one of the vehicles from the free market place selection (VehicleVarietyPack). And also I have indeed set the default to Path @4.44. Any ideas? Thanks alot for your tutorials btw!

    • @Seredias.
      @Seredias.  Před rokem

      If the Car don't follow the Path, the could only be two reasons. The Get Path function have to be called and the Set Steering Input has to connected 4:04.
      And as you said right, the Path has to be set for the Active Path Variable.

    • @Emblanefilms
      @Emblanefilms Před rokem

      @@Seredias. Thank you for your quick reply!! It was actually neither. I unticked enable tick on start! So that was the issue. I always worry about using the tick function. Working now, thank you very much! Would there be an alternative to update the steering instead of event tick do you think?

    • @Seredias.
      @Seredias.  Před rokem

      @@Emblanefilms If you dont want to use the Tick Event, you can build a loop with a Delay as well.

    • @user-xt2pf4bn5t
      @user-xt2pf4bn5t Před rokem +2

      Seredias replied two months ago
      I'm checking and using it, too
      ---- Did you make the "Active Path " public? 4:07 -----

  • @phyll24
    @phyll24 Před rokem

    Hey! Is there anyway I can make the sportscar work in a custom map? I tried assigning it to player 0 but nothing happens when i try to play. Ue 5.1

    • @Seredias.
      @Seredias.  Před rokem

      Of course, you just need the Vehicle Template. Than go to Project Settings -> Maps and Modes and choose the Vehicle Template. The Auto assagin is more for testing. You can use a Player Start as well.

  • @feuerbreit
    @feuerbreit Před rokem

    Great!

  • @TrevorNeece1
    @TrevorNeece1 Před 10 měsíci

    What changes would i have to make to the stearing input to get the car to go backwards as it drives along the spline?

    • @Seredias.
      @Seredias.  Před 10 měsíci

      The Steering Input will work for reverse as well, but instead of the Throttle Input you need to set the Brake Input to 1.

    • @TrevorNeece1
      @TrevorNeece1 Před 10 měsíci

      Unfortunately no. the steering input will always attempt to face the front of the car in the same direction as the spline, meaning that if you have it going in reverse it will turn the opposite direction at turn points and then go that way forever. @@Seredias.

    • @Seredias.
      @Seredias.  Před 10 měsíci

      Well of course I tested that before and it works as expected. Like in the Tutorial I placed an Path inside the World, placed the AI Car at the Begin (the Direction of the Spline is very important as well), turn around the AI Car and set the Brake Input instead of the Throttle Input.

  • @rifat.ahammed
    @rifat.ahammed Před 5 měsíci

    Thanks

  • @user-wq2ko4fm9h
    @user-wq2ko4fm9h Před 11 měsíci

    My car has gone heywire. I dont know what it is following, but it is certainly not the spline. Need Help

    • @Seredias.
      @Seredias.  Před 11 měsíci

      Does it drive just straight or random? Did you set the Active Path for the Car? 4:44

    • @user-vu4zq4ud2d
      @user-vu4zq4ud2d Před 10 měsíci

      @@Seredias. I have the same problem.i think it drive random and I already set the path as shown in 4:44

    • @Seredias.
      @Seredias.  Před 10 měsíci

      @@user-vu4zq4ud2d Since this function only calculates the steering, the problem can only lie within the Get Path function. So I would check this out.

  • @featheredmusic
    @featheredmusic Před 7 měsíci

    Path Object type doesn't seem to exist in 5.3, any ideas what it might have been replaced by? Cheers!

    • @Seredias.
      @Seredias.  Před 7 měsíci

      It does, but of course you need to create it first 0:28 "Path" is just the name of the Blueprint Actor.

    • @featheredmusic
      @featheredmusic Před 7 měsíci

      @@Seredias. ahhh! Awesome thank you!!

  • @spvs8914
    @spvs8914 Před rokem

    Hey Seredias, thank you for the great sharing , is this able to work in sequencer ?

    • @Seredias.
      @Seredias.  Před rokem

      Yes, like this: czcams.com/video/QJxtca_s8RU/video.html&feature=share7

    • @spvs8914
      @spvs8914 Před rokem

      @@Seredias. thanks seredias ,let me try this. have a good day cheers

    • @spvs8914
      @spvs8914 Před rokem

      @@Seredias. not really bro , basically using your Ai spline ,record in sequencer , but i manage to make it in triggle custom event take , just dont sure how to fix the handling of the car when the speed go faster , the turning didnt follow the path well. Do you have any advice for making the car turn closes to the path ?

    • @Seredias.
      @Seredias.  Před rokem

      @@spvs8914 Of course when you drive to fast into a turn, the physic of the Car will push it outside the Spline. So basically you need to slow down in corners. You can trigger that inside the scene for example.

    • @spvs8914
      @spvs8914 Před rokem

      @@Seredias. i still have to study more on blue print , just started few month ago , thanks for knowledge sharing

  • @jkarafilms
    @jkarafilms Před rokem

    Thanks!!!

  • @augustbornsonlyngwa784

    How to set neutral gear position or clutch in unreal engine (Neutral such that the car will roll when in an inclined position) Thank you in Advance.

    • @Seredias.
      @Seredias.  Před rokem

      You need to uncheck the "Automatic Transmission" under the Vehicle Movement, than get the Vehicle Movement inside the Event Graph and use the "Set Target Gear" Function to change the Gear to 0 (Neutral). I also have a Tutorial to explain it: czcams.com/video/5Cam9_dIEP0/video.html

    • @augustbornsonlyngwa784
      @augustbornsonlyngwa784 Před rokem

      Thank you for replying but i already did that but the car would not roll down a steep inclined and also can you give any tip for creating a clutch system in unreal engine Vehicle

  • @ILIZIUM
    @ILIZIUM Před rokem

    nice!

  • @freedomhindi4949
    @freedomhindi4949 Před 10 měsíci

    single car not problem but multi car problem automatic stop if any solution please tell me sir

    • @Seredias.
      @Seredias.  Před 10 měsíci

      Did you copy the Spline inside the World or in the Content Browser? Since this function only calculate the Steering, the Problem came from something else.

  • @user-ro2hk5gu4f
    @user-ro2hk5gu4f Před rokem

    What is the reason why this method does not work for vehicles that are not equipped with UE5 and can drive car resources....

    • @Seredias.
      @Seredias.  Před rokem

      What do you mean with "not equipped"? If you mean, that you want to drive any Vehicle resource in the World, you need to convert it first: czcams.com/video/TItjnI4A0io/video.html

  • @ToxicNinja25
    @ToxicNinja25 Před rokem

    is there a way to set the active path through blueprints ?

    • @Seredias.
      @Seredias.  Před rokem

      Sure, I would recommand this way:
      czcams.com/video/H8b2p7L1j1c/video.html

  • @ASTERisk44946
    @ASTERisk44946 Před 6 měsíci +1

    Im tired ive done this 3 times flawless but when i try to make more than 1 path component for different cars of coarse only one ever shows up which is fucking stupid this is the dumbest engine ive ever used

    • @Seredias.
      @Seredias.  Před 6 měsíci

      What do you talking about, you just need to place multiply Path Actors inside the World and select them in the Details Window for different Cars. It's that simple.

  • @lks3001
    @lks3001 Před rokem

    Can I create animations with this? Like for a short film

    • @Seredias.
      @Seredias.  Před rokem

      Kind of. Maybe like this: czcams.com/video/QJxtca_s8RU/video.html

  • @Wade978
    @Wade978 Před rokem

    Can it stop and/or drive around obstacles in path GTA style?

    • @Seredias.
      @Seredias.  Před rokem

      Sure, you just need to "draw" the Spline where it should steering.

  • @ltvddvtl
    @ltvddvtl Před rokem

    Very nice tutorial. if I would for example duplicate your car and want to have both driving at the same time, and following different splines, could I just duplicate the spline actor and draw a different spline for that and point the second car to it? Because I tried and it doesn't work. Duplicating the AI_Car works fine. Just call it AI_Car_2 and it has all the set up work done in the Event Graph etc. But duplicating the Path actor didn't work. The AI_Car will follow Path no problems. But AI_Car_2 will not follow Path_2. What needs to be done? make the Path actor from scratch instead of duplicating? Because everything else is the same. if the solution is making the path actor again from scratch, why is that needed? Thanks!

    • @Seredias.
      @Seredias.  Před rokem

      I guess you duplicated the Path inside the Content Browser. There is the Problem. The AI Car has a reference Object called "Path". So to create a second Path, just place "Path" object again inside the World and set it inside the Details of the second car.

    • @ltvddvtl
      @ltvddvtl Před rokem

      @@Seredias. You mean if I duplicate it inside the world instead of inside the content browser it would work? Sorry, I'm not sure I understand you.

    • @Seredias.
      @Seredias.  Před rokem

      @@ltvddvtl Yes, cause inside the World its a Copy and inside the Content Browser its a new Object.

    • @ltvddvtl
      @ltvddvtl Před rokem

      @@Seredias. I see. But it being a copy, could I still change the direction of the path/spline and it would work independently from the original? Like having multiple copies with different splines.

    • @Seredias.
      @Seredias.  Před rokem

      @@ltvddvtl Yes, of course.

  • @spvs8914
    @spvs8914 Před rokem

    seredis,sorry to border you again , i sue the sport car it works , but when i change to custom car , the rig and everything fine in the game mode, once i apply the step ,the car just stop and not moving at all in the simultiaon , any clue ? ? sorry to border

    • @Seredias.
      @Seredias.  Před rokem

      It will only work on play, cause it gets triggered by Begin Play.

    • @spvs8914
      @spvs8914 Před rokem

      is ok , found the problem , is the mass of the car too heavy causes the 0.5 throttle value not enough to accelerate .... lol , i can the mass or throtter higher it works

  • @lo1d
    @lo1d Před rokem

    how can I make the car to stop

    • @Seredias.
      @Seredias.  Před rokem

      By setting the Throttle Input to 0 and the Handbrake Input to true.

  • @ArtsyAishik
    @ArtsyAishik Před rokem

    I followed everythink as close as I could but the car is not following the spline. I am really stuck here. Can this happen because of anything specific?

    • @Seredias.
      @Seredias.  Před rokem

      If the "Get Path" function is fine, it should work. Did you set the Path for the AI? 4:44

    • @ArtsyAishik
      @ArtsyAishik Před rokem

      @@Seredias. I did. Still it is not following the spline. :)

    • @Seredias.
      @Seredias.  Před rokem

      @@ArtsyAishik So it drive forward, but won't steer at all, right?

    • @ArtsyAishik
      @ArtsyAishik Před rokem

      @@Seredias. yes exactly.

    • @Seredias.
      @Seredias.  Před rokem

      @@ArtsyAishik If you want, you can join the Discord Server, so the community can help to fix that.

  • @armo-op1sk
    @armo-op1sk Před rokem

    Hi bro. thank you for video.I have Question I done every thing seam this video but my car going revers. can you help me please how can I do for solve that?

    • @Seredias.
      @Seredias.  Před rokem

      Do you mean it follow the Spline but drive in the wrong direction or does it drive backwards.

    • @armo-op1sk
      @armo-op1sk Před rokem

      @@Seredias. No Sir it's not follow the Spiline.

    • @Seredias.
      @Seredias.  Před rokem

      @@armo-op1sk So it's just driving backwards? Did you set the Throttle Input to a minus value? 3:50

    • @armo-op1sk
      @armo-op1sk Před rokem

      @@Seredias. yes Bro I check that also😒

    • @armo-op1sk
      @armo-op1sk Před rokem

      But I creat AI car BP by myself.because I wanted use my Car Model

  • @Captainpanda2080
    @Captainpanda2080 Před rokem +1

    Finally made the move to UE5? Is it permanent?

    • @Seredias.
      @Seredias.  Před rokem +1

      Not now, since the UE5 still has to many Bugs and is not compatible with most of the Content Packs. The Update Tutorial should answer all questions that came up since the Original Tutorial was released. Also nearly all of my UE4 Tutorials are compatible with UE5.

  • @sidharthkothari9282
    @sidharthkothari9282 Před rokem

    How to make the car follow the same path in loop like on a race track

    • @Seredias.
      @Seredias.  Před rokem

      Just connect the end of the Spline with the start.

    • @sidharthkothari9282
      @sidharthkothari9282 Před rokem

      @@Seredias. I tried that but the car starts following the end of the spline and starts going in the opposite direction

    • @Seredias.
      @Seredias.  Před rokem

      @@sidharthkothari9282 The start and the end need to a little bit away from each other, about 1 - 2 meter.

  • @skeletongames2526
    @skeletongames2526 Před rokem

    Can you please make car damage tutorial?

    • @Seredias.
      @Seredias.  Před rokem +1

      I would like to, but there is not implemented way inside the UE4 to do that. But with UE5 they integrated it from the Engine itself. I try to figure out how they done it, but its complicated.

  • @djtc2093
    @djtc2093 Před rokem

    the vehicle just goes straight does not turn. I am using chaos vehicle component as my vehicle is a tank.

    • @Seredias.
      @Seredias.  Před rokem

      Than something inside the "Get Path" is missing.

    • @djtc2093
      @djtc2093 Před rokem

      @@Seredias. I copied it exactly. I even repeated it twice just to be sure.

    • @Seredias.
      @Seredias.  Před rokem

      @@djtc2093 Does it just drive forward, without steering? Did you set the Active Path in the Details. 4:44

    • @djtc2093
      @djtc2093 Před rokem

      @@Seredias. Yes, did everything you said. It's a tank with 16 wheels. Uses arcade settings for yaw torque.Only drives straight. and does not stop

    • @Seredias.
      @Seredias.  Před rokem

      @@djtc2093 I think the amount of Wheels could be the Problem. Did you test this with a 4 Wheel Vehicle? Can you steer the Vehicle in generell?

  • @spectatorlog19
    @spectatorlog19 Před rokem

    tell me how to get points for overtaking a car how it is implemented in traffic racer pls)

    • @Seredias.
      @Seredias.  Před rokem +1

      Already did a Tutorial for this: czcams.com/video/I4suPcwRB_I/video.html

    • @spectatorlog19
      @spectatorlog19 Před rokem

      @@Seredias. I'm talking about a player who will receive points for overtaking cars, as implemented in traffic racer

    • @Seredias.
      @Seredias.  Před rokem

      Oh, also have a Tutorial for that: czcams.com/video/CzgOnZtgxQQ/video.html
      But I would recommend to watch the other Parts as well.

    • @spectatorlog19
      @spectatorlog19 Před rokem

      @@Seredias. ok how do i make a scoring system then

    • @Seredias.
      @Seredias.  Před rokem

      You can use the "Calculate Distance" Function for this and check if the Position is lower than before. If that happen you can gave the Player some points.

  • @DALE_TECH
    @DALE_TECH Před rokem

    Sir also want a tutorial on police car chasing please help

    • @Seredias.
      @Seredias.  Před rokem

      Already did: czcams.com/video/hX6NX-Vgqw0/video.html

  • @freedomhindi4949
    @freedomhindi4949 Před 10 měsíci

    i dont understand all think is perfect but ai car automatic stop few second later when we see car they automatic start when see ai car

    • @Seredias.
      @Seredias.  Před 10 měsíci

      So it follows the Path but stops randomly? Does it stop always on the same position?

    • @freedomhindi4949
      @freedomhindi4949 Před 10 měsíci

      no , only when camera no see ai then car stop car and when i see car ai car autonatic start@@Seredias.

    • @Seredias.
      @Seredias.  Před 10 měsíci

      @@freedomhindi4949 How you managed that? That's very strange. I recommend to try the AI Car in a complete new Level.

    • @freedomhindi4949
      @freedomhindi4949 Před 10 měsíci

      ok sir@@Seredias.

    • @freedomhindi4949
      @freedomhindi4949 Před 10 měsíci

      sir i track ai car stop problem because when i check multi ai car 3 or 5 car add path they automatic stop

  • @konverterkonverters5240
    @konverterkonverters5240 Před rokem +1

    The Car is driving in circles

    • @Seredias.
      @Seredias.  Před rokem +1

      Than you missed something inside the Get Path function, because your Steering is 1.0 or -1.0

    • @konverterkonverters5240
      @konverterkonverters5240 Před rokem +1

      @@Seredias. Thank you, I missed the settings for the steering

  • @jak3y53
    @jak3y53 Před rokem

    gotta love when my ai car is redlining

  • @Utopia2023Game2
    @Utopia2023Game2 Před 9 měsíci

    Use Full Vedio

  • @rasbe7210
    @rasbe7210 Před rokem

    traffic master

  • @djkitchen6508
    @djkitchen6508 Před 6 měsíci

    bro my car rotates in its own place plzzz help

    • @Seredias.
      @Seredias.  Před 6 měsíci

      The Car does that when it can't calculate the Steering. Is the Path on the same height like the Car? Does the Car do that on Start or just at the end?

    • @djkitchen6508
      @djkitchen6508 Před 6 měsíci

      @@Seredias. It does that at the start and keeps on looping like that

    • @djkitchen6508
      @djkitchen6508 Před 6 měsíci

      😢😢

    • @Seredias.
      @Seredias.  Před 6 měsíci

      @@djkitchen6508 As I said, the Path needs to be placed at the same hight as the Car.

    • @djkitchen6508
      @djkitchen6508 Před 6 měsíci

      @@Seredias. My road is a bit higher and some place lower is that the issue, if it is how do i fix it

  • @betyra363
    @betyra363 Před rokem

    Can u do how to stop ai car?

    • @Seredias.
      @Seredias.  Před rokem

      Already did: czcams.com/video/rH_0PLMGmJw/video.html

  • @original9vp
    @original9vp Před rokem

    @Seredias I really needed this! I have an issue though, I need the car/s to go much, much faster when I do so there they an issue going in a straight line and also sticking to the path is there a fix for this you can suggest? > czcams.com/video/Kwjf7M26eOk/video.html also; when I try to simulate instead of pressing play, the Ai car doesn't move do you know why and is there a fix for that also please?

    • @Seredias.
      @Seredias.  Před rokem

      What did you change to make it faster?
      The answer why it doesn't move when your simulate is simple. It runs on the "Event Begin Play".
      PS: Could you give me a favor and remove the link from the Comment. CZcams itself usually block links in the Comments.

  • @rifat.ahammed
    @rifat.ahammed Před 5 měsíci

    Thanks

  • @feuerbreit
    @feuerbreit Před rokem

    Thanks!