vault backup: 2025-04-09 21:56:03
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@ -9,7 +9,7 @@ rating: ⭐
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- UE4.27:https://dev.epicgames.com/documentation/zh-cn/unreal-engine/vehicle-user-guide?application_version=4.27
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- UE5.4:https://dev.epicgames.com/documentation/en-us/unreal-engine/vehicles-in-unreal-engine?application_version=5.4
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#
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# 项目结构
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- Vehicle蓝图
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- Vehicle SkeletalMesh
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- Physics Asset
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@ -59,21 +59,21 @@ UVehicleSportsWheelFront::UVehicleSportsWheelFront()
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{
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WheelRadius = 39.0f;
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WheelWidth = 35.0f;
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FrictionForceMultiplier = 3.0f;
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FrictionForceMultiplier = 3.0f;//摩擦力系数
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MaxBrakeTorque = 4500.0f;
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MaxHandBrakeTorque = 6000.0f;
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MaxBrakeTorque = 4500.0f;//最大制动扭矩
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MaxHandBrakeTorque = 6000.0f;//最大手制动扭矩
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}
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UVehicleSportsWheelRear::UVehicleSportsWheelRear()
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{
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WheelRadius = 40.f;
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WheelWidth = 40.0f;
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FrictionForceMultiplier = 4.0f;
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SlipThreshold = 100.0f;
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SkidThreshold = 100.0f;
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MaxSteerAngle = 0.0f;
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MaxHandBrakeTorque = 6000.0f;
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FrictionForceMultiplier = 4.0f;
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SlipThreshold = 100.0f;//滑动阈值
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SkidThreshold = 100.0f;//防滑阈值
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MaxSteerAngle = 0.0f;//最大转向角
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MaxHandBrakeTorque = 6000.0f;
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}
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```
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@ -82,15 +82,15 @@ UVehicleSportsWheelRear::UVehicleSportsWheelRear()
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UVehicleOffroadWheelFront::UVehicleOffroadWheelFront()
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{
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WheelRadius = 50.0f;
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CorneringStiffness = 750.0f;
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CorneringStiffness = 750.0f;//转弯刚度
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FrictionForceMultiplier = 4.0f;
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bAffectedByEngine = true;
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bAffectedByEngine = true;//实现4轮驱动
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SuspensionMaxRaise = 20.0f;
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SuspensionMaxDrop = 20.0f;
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WheelLoadRatio = 1.0f;
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SpringRate = 100.0f;
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SpringPreload = 100.0f;
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SuspensionMaxRaise = 20.0f;//悬挂架最大提升高度(父类是10.0)
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SuspensionMaxDrop = 20.0f;//悬挂力最大下降(父类是10.0)
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WheelLoadRatio = 1.0f;//车轮负载率(父类是0.5)
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SpringRate = 100.0f;//弹簧率(父类是250.0)
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SpringPreload = 100.0f;//弹簧预紧力(父类是50.0)
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SweepShape = ESweepShape::Shapecast;
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MaxBrakeTorque = 3000.0f;
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@ -123,4 +123,5 @@ UVehicleOffroadWheelRear::UVehicleOffroadWheelRear()
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## UChaosWheeledVehicleMovementComponent
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## 动画蓝图中的相关逻辑
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