UE4 Exporter Update Discussion / Bugs

Well, I mean, then you ARE making a full Dakar spec 911, soooo :stuck_out_tongue:

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The car import feature is not working as of the current update. Any and every cars that I tried to get imported resulted in a fail. And this is not a problem that’s limited to my system either, some other have tried and got the same fail.

I’m not sure if this has been notified yet but having it on record is better, correct? :slight_smile:

I believe some of the bugs I discovered haven’t been mentioned yet, and I think it’s worth re-mentioning here (from the Discord) too.

  • Selecting “None” option at Entertainment will give a NaN material cost.
  • [needs further inspection] During the '60s (because I tested several cars on that decade), the cars need to have 3 seats in the front, lest they will also give a NaN.
  • It’s a minor bug, but the seat count at the “Design” tab stays at zero (e.g. “4 Doors / 0 Seats”) no matter how many seats the car actually has.
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Having a play, I made a “4WD” (yeah, right) with solid front and rear axles on coils. Used the “off road” suspension preset, and got travel that even Zabhawkin would be proud of. If I drop the ride height by 1 unit, travel is in the order of 800.

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1 kilometer susp travel?.. now that is a proper RockBouncer. :grin:

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Some bodies, such as the small versions of the NSX and 12C bodies, have much smaller engine bays than previously; the one in the latter is now back to Kee size and can no longer fit big engines. I am in favor of this change, though; I must admit that the ability to plonk a big motor in either body felt quite unrealistic.

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There should be a warning for front/rear axels with very different ride heights. Maybe only show it while in the body and suspension tabs.

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When building 1950s / 1960s cars, I started having a lot of issues with material cost getting a float error / NaN when using straight 6 engines in the late 1950s and early 1960s. And it appears to definitely be the engine. I built several randomized cars with V8s and never had a single issue. As soon as I build a randomized car that has a straight 6, I get NaN cost.

How to Reproduce:
Simple. Put a straight 6 and a car and get NaN material cost. Late 1950s / early 1960s definitely but other eras may also be affected; I have not tested.

Examples:

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I’ve also had that problem, but it happens to me with even modern cars. This car was classified as light delivery and I was in the middle of tuning it when all the sudden it went to a $0/NaN$ material cost and I can’t figure out why. It’s a turbo I3.


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The new speed limiter is always in KPH even when MPH is selected for units.

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I’ve been getting a similar issue with a 1977 car, though I didn’t try changing the engine, as changing the seating configuration fixed the issue. just thought i’d add that on to what you pointed out.

Besides calling it 3 doors - 0 Seats, my suspension page shows me “rear load capacity: 0”.
My cargo volume is 446l but the text warning says load capacity is low for the volume.

Is there a bug related to this calculation?

There seems to be a problem with the fuel economy of turbo engines:


Not only does this seem unrealistic to me, but slight changes in the gear spacing makes it jump up or down several points at a time. The above results are with the gear spacing at 47, moving it down to 38 changes it to 26.8mpg

Is that with a full load (which I think always says 0)?

Ah thank you!
Empty it says at least 169 :smiley: It already drops to 0 at 4 passengers.
I still wonder if the distribution is right. Does front load capacity include the engine?
Because my car can handle 1.1 tons at the front but less than 200kg in the rear :smiley:

Found a speed limiter which is great apart from the fact that it doesn’t match my mph units…couldn’t figure out why my, limited, 130mph car had a top speed of 80! Then realised the limiter is in kph.

Speed

Note to self…read new release notes before commenting…

The car import is still broken, I’m afraid.

But instead of nothing appearing, the model does appear, not the trim however.

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What suspension setup are you using? Under the chassis tab.

I just managed to crash the game again with the latest crash log functionality in the current ‘openbeta’ version. It took me a few tries before it crashed (around 5 or 6 copied trims). It is just the same story as before:

  1. Copy a trim.
  2. revise the trim
  3. Select a new family, or in this case even a copied engine variant.
  4. start designing the new variant/family and crash.

Chances are high that this is the ‘garbage collection bug’ that you are looking for.
The crash log was uploaded with my username.

Double Wishbones front and rear.