[Chaos Physics] Unreal Engine 5.2 物理約束可掛接拖車車輛教學 |Physics Constraint Hitchable Trailer

物理約束可掛接拖車車輛

在這邊使用 Driving Chaos Vehicle 專案來製作掛接拖車
匯入模型和貼圖: Crab the model and texture into Browser
拖車已經有綁訂了
FBX import Options:
Skeletal Mesh: turn on
Combine Meshes: If you have many separate mesh, you could turn on
Plugins:
ChaosVehiclesPlugin
WheeledVehiclePawn
Create BP:
Right click mouse > Blueprint Class
All Classes:
search: vehicle
Select “ WheeledVehiclePawn ”
Mesh > Skeletal Mesh Asset > trailer
Wheel Setup
選擇 Vehicle Movement Component
這個拖車有兩個輪子,所以按兩次+ 增加
Wheel Setup > Wheel Setups > +
到骨頭檔案並複製骨頭名字
選上骨頭 > 右鍵 > Copy selected Bone Names
Paste to Wheel setups index bone name
Turn on Simulate Physics
Trailer Physic 拖車物理
Open physics Asset
Select physic and delete
因為預設的物理形狀不符合拖車
Select wheel bones > Primitive shape: Sphere >Add bodies
Select Root bone > Primitive shape: Single convex Hull >Add bodies
Input Action
Project settings
Go to Engine - Input
Action Mappings: Interact--> T
Animaton
Obtain the behaviors we want for our vehicle.
Select trailer skeleton > right click mouse > Create > Anim Blueprint
Opne AnimBP > Class Settings > class options > Parent Class : Vehicle Animation Instance
Mesh Space Ref Pose: this is used to return the mesh space reference pose for our skeletal mesh in the Animation Blueprint
Wheel Controller : offloading a lot of the work in creating these types of animations, you can use the Wheel Controller Node to drive the animations.
GO to BP_trailer
Select Mesh > Animation > Anim Class : ABP_trailer
準備互動物件
Open BP_CAR
增加碰撞體 ,命名為 Docking.
Blueprint > Blueprint Interface
藍圖介面是一個或多個函數的集合 - 僅名稱,無實作 - 可以新增到其他藍圖。 這本質上就像一般程式設計中介面的概念,它允許多種不同類型的物件透過一個公共介面共享和存取。
Functions: Interact
Inputs: car (BP_Car, object reference)
Open BP_car
Use for loop to check does implement interface, if true, does interact
Opne BP_Trailer
Add Collision
Naming: Trigger_coli
Add PhysicsConstraint
物理約束是一個關節,可讓您將兩個 Actor 或組件連接在一起,並對它們施加限製或力。
Constraint
Conponent name 1: Mesh
Conponent name 2: Trigger_coli
Control Physics constraint - Angular Limits
Swing 1 motion (Z) : Limited, swing 1 limted: 60
Swing 2 motion (x): Locked
Twist motion (y): Locked
Add Text Render
1. Text: type the information.
2.Turn off visibility
Add cube
In order to let trailer to stand on the ground, so add cube
Add Interface
Class Settings > Implemented Interfaces > select BI_Interact
Add variables:
1. CanHitch :Boolean
2. TryHitch : Boolean
Select trigger_collision box add begin overlap and end overlap
When End overlap, try Hitch: turn off, and text does not show
When begin overlap, try Hitch: turn on
Get car docking and trailer trigger_coli’s world location and do float to integrate value
Does car docking X subtract trailer trigger X to get the value. The value is less equal what we want the value. However, we might be get the negative value, so here I use ABS to get positive value.
Does car docking Y subtract trailer trigger Y to get the value. The value is less equal what we want the value.
X and Y value both are true and return true.
Set true/false to can Hitch
Set text visibility and delay the time.
After completed, try hitch again to condition, if true, cast to bp_Car
Interact Event
如果可以掛接,則汽車連接到拖車且移動並設置約束組件。 關閉嘗試掛鉤並設定文字可見性。
否則,當再次按下T時,釋放油門並打破約束,並設定嘗試掛接:打開
Result:
Stand
當汽車連接到拖車時,支架就會消失。
Creat function: RemoveStand
Add Variables: StandRemovedBool :bool
Open RemoveStand function:
Destory stand compoent, and set standRemovedBool: on, and call stand removed
Event Dispatchers: StandRemoved
Event graph
Using event tick to do event StandRemoved.
如果支架有效,請移除支架。 如果沒有,則執行一次列印字串
Event Interact:
Remove stand event and turn off standRemovedbool
Result:
Youtube Tutorial:
Plugins: ChaosVehiclesPlugin
Sketchfab - Car Scene:
Sketchfab - Generator Trailer:
Physics Constraint Component:
How to Set up Vehicles Unreal Engine 5.0
Ref: Unreal Engine Truck Tutorial: Trailer System
教學專案和文件下載 / Full Project and Document Download:
贊助 / Support Me
BuyMeAcoffee: https://www.buymeacoffee.com/lutopialab
Patreon: https://www.patreon.com/LutopiaLab/
#ChaosPhysics #car #UnrealEngine5 #教學 #虛幻引擎 #車子#Vehicle #Drive #PhysicsConstraint #可掛接拖車 #HitchableTrailer










































dự đoán xsmb mình thấy cũng na ná mấy trang thống kê số trước đây mình từng lướt, nên nhìn qua là biết kiểu trình bày quen quen. Nhưng trang này tách nội dung theo ngày khá rõ, kiểu “Soi cầu MB ngày 3 9 2026” đặt ngay đầu khối bài nên khỏi phải đoán đang đọc mục nào, cuộn xuống là gặp phần mô tả họ dựa trên thống kê và phân tích kết quả các lần quay trước, viết ngắn gọn chứ không dài dòng. Mình thích cái cách họ chia từng đoạn thành block riêng, tiêu đề nổi bật, đọc lướt vẫn nắm được ý chính, nhất là đoạn giải thích hệ thống thống kê + đội…