Unreal Engine 4 Realistic Vehicle Physics

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Published 2018-11-14
This demo represents a realistic real time vehicle physics simulation which I have been programming in Unreal Engine 4 using C++ for couple of month. The car can fully interact with all physically intractable objects represented in the Nvidia PhysX engine. This demo has been performed using Logitech G27 which is a simulation grade racing wheel.
My goal is to achieve a hyper accuracy and realism. Notice that the vehicle does not fake any movement, Every small change is the result of the overall force exerted onto the vehicle. This engine can calculate for both off road and normal vehicles
The following has been implemented:
-Accurate suspension and damping system accounting for suspension length, stiffness, damping force, suspension speed and etc…
-General angular and liner damping applied to vehicle body preventing destabilization.
-Manual transmission, allowing manual gearing, clutch and simulating all the forces exerted onto the vehicle as the result of gearing such as downshifting and etc...
-Engine properties such as RPM/Torque curve, internal friction and etc.
-All the forces exerted onto the vehicle as a result of tier friction. Accounting for static friction of tier and surface, gravity, angle o8f the surface, rolling resistance, slip angle and etc… However kinetic friction and the vehicle behavior as the result of that happening has not been implemented yet, since it opens the possibility of drifting which as to be implemented properly specially on the part of force feedback on the racing wheel. Simply put, you all drifter weebs can’t drift with this just yet. xD
-Linkage and speed synchronization between engine, transmission, wheels and ground. However, speed desynchronization as a result of kinetic friction have not implemented yet.
-Accurate steering and cornering (except for drifting) accounting for slip angle, angle difference between the inner and outer wheel according to Ackermann’s steering formula.
-Support for 900 degree rotation of steering wheel controller (which is constantly ignored in modern racing games as a result of general human laziness) and of course accurate force feedback on the controller.
To be done:
- kinetic friction and drifting
- better weight transfer during cornering.
- force feedback during drifting

All Comments (21)
  • @gagapro3328
    This is amazing only 6 months before I was thinking I would never be able to do such a good simulation but now I'm at this level and even further, this really inspired me thanks
  • @MattJSowards
    So amazing what you did man i love it, I hope one day i can achieve this level of success with coding.
  • @F11290
    I saw you mention that it would be difficult to sell this on the UE4 marketplace, but I still think you should try and sell the project through Gumroad or a similar platform. This is far beyond any other available vehicle systems for unreal engine and I’m confident this would be very successful if you decided to market it. I think you should seriously consider selling a form of this project and you may still be able to do it through the Unreal marketplace with someone from the USA/Europe. Great work btw!
  • @rickin10
    This is by far the most accurate vehicle physics i've seen at the moment. That's a lot of work done, mate! Hope this can help the community to create better driving experiences. Next year i will start a "gone in 60 seconds" project with the utmost photorealism and physics. Please consider putting that into the marketplace, when you finish it, of course. Keep it up the incredible work!!
  • @Jambax
    Any updates on this, or are you planning to marketplace it? There aren't any decent vehicle plugins for UE4 available yet that don't just expose PhysX vehicles (which are awful)
  • This is really great work. I was wondering if you were willing to share your source code for this project. I am working on a similar high fidelity physics model for a vehicle and would love to exchange content.
  • @Firespectrum122
    Do you have any documentation in this project? I am struggling to implement my on physics based system for vehicles and your project is the best I've seen.
  • @uncannysnake
    I would love to have this! Even in an unfinished state it would be very nice to look into and draw inspiration from
  • @prototype192
    This looks great! You did a really nice job. If you don't mind me asking, I know that you said that this took a couple of months, but if you could, how would you summarise the proccess of the development? I don't even want to make games I'm just really interested in cars in real life and I want to tinker with Unreal and make a simulation like this on my own, however I just started working with Unreal so I have no idea how would I make something like this. Could you give me some tips? Thank you in advance. Once again this looks very good, probably to most realistic simulation I've seen yet.
  • I'm Into Car Physics In Unity 3D, This Is "Cool" Are Those Raycast In Front Of The Car?
  • nice work Xenolit! if you are available for development, we are looking for vehicle specialists in Unreal Engine.
  • @brickolo_
    does this use a single raycast system for the wheel colliders or is it all physically based like @studiotatsu?