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a/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset b/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset index 325bed6..c34903b 100644 --- a/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset +++ b/Game/GigLine/Content/Hollywood/Textures/T_Stucco_R.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4f98d47ef27af9effcf5bed4b2a06fbfc13d8d1e04600bab75d5284c455da14c +oid sha256:a453143fb7cb0149f5e5c0a0f94c225bf8dce84af7e90e318380a878e83d2fdc size 17541 diff --git a/Game/GigLine/Source/GigLine/GigLineVehicle.cpp b/Game/GigLine/Source/GigLine/GigLineVehicle.cpp index ecf9069..943a4d8 100644 --- a/Game/GigLine/Source/GigLine/GigLineVehicle.cpp +++ b/Game/GigLine/Source/GigLine/GigLineVehicle.cpp @@ -233,8 +233,25 @@ void AGigLineVehicle::BeginPlay() BodyComp->bHiddenInGame ? 1 : 0, *BodyComp->Bounds.BoxExtent.ToString()); } + // Name the bones and check each setup against them: Chaos silently creates no wheel + // when a setup's bone is not on the mesh, which is how four setups produced zero + // wheels without a warning. + if (USkeletalMeshComponent* Body = GetMesh()) + { + TArray Bones; + Body->GetBoneNames(Bones); + UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: %d bones, e.g. %s"), + Bones.Num(), + Bones.Num() > 0 ? *Bones[FMath::Min(1, Bones.Num() - 1)].ToString() : TEXT("none")); + for (const FChaosWheelSetup& Setup : Movement->WheelSetups) + { + UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: setup bone '%s' index %d"), + *Setup.BoneName.ToString(), Body->GetBoneIndex(Setup.BoneName)); + } + } UE_LOG(LogTemp, Warning, - TEXT("GigLine vehicle: %d wheel objects after register, torque %.0f"), + TEXT("GigLine vehicle: %d wheel objects at BeginPlay (wheels are created later, " + "with the physics state), torque %.0f"), Movement->Wheels.Num(), Movement->EngineSetup.MaxTorque); } UE_LOG(LogTemp, Warning, TEXT("GigLine vehicle: spawned at (%.0f, %.0f, %.0f), %d wheel setups"), @@ -285,6 +302,13 @@ void AGigLineVehicle::Tick(float DeltaSeconds) if (!bSettleReported && SettleElapsed > 3.0f) { bSettleReported = true; + if (const UChaosWheeledVehicleMovementComponent* Wheeled = + Cast(GetVehicleMovementComponent())) + { + UE_LOG(LogTemp, Warning, + TEXT("GigLine vehicle: %d wheel objects once physics exists"), + Wheeled->Wheels.Num()); + } if (UWorld* World = GetWorld()) { FHitResult Hit; diff --git a/Tools/ue_build_demo_map.py b/Tools/ue_build_demo_map.py index fed09a8..885c919 100644 --- a/Tools/ue_build_demo_map.py +++ b/Tools/ue_build_demo_map.py @@ -700,6 +700,16 @@ def build(): vehicle_origin = unreal.Vector(-12950.0, -900.0, 367.0) vehicle_rotation = unreal.Rotator(pitch=0.0, yaw=0.0, roll=0.0) + # The physics pawn: Chaos needs it even while the visible car is a set of plain + # panels, because that is the component that owns the wheels and the movement. + vehicle_class = unreal.load_class(None, "/Script/GigLine.GigLineVehicle") + if vehicle_class: + pawn = spawn(vehicle_class, vehicle_origin, "Demo_Vehicle_Sedan") + log(f"staged: Demo_Vehicle_Sedan ({'ok' if pawn else 'FAILED'})") + else: + log("staged: Demo_Vehicle_Sedan skipped - class not found") + + panel_systems = ( "SM_Vehicle_Body", "SM_Vehicle_Trim",