AVS Changelogs

Engine Support (Legacy)

1.0.0: 4.23 - 4.24

1.1.1: 4.23 - 4.25

1.2.5: 4.24 - 4.27

1.2.8: 4.26 - 4.27

Engine Support

1.3.3: 5.0 - 5.1

AVS Changelog

--Patch 1.3.3--

-Fix compiler issue on linux

-Support for Unreal 5.1



--Patch 1.3.2--

-Fix: Update suspension to only use chaos transforms in calculations (Fix physics jittering and other weirdness)

-Fix: ChangeStaticMesh on Vehicle_Wheel causing physics errors after toggling physics off/on (Fixed contact modification not updating)

-Fix: Suspension downforce not working when vehicle is upside down

-Change: Updated VehicleSetupHUD to show Vehicle Mass and Physics tick rate. 

-Change: Updated VehicleSetupHUD coloring to help with readability

-Change: Moved some wheel specific code out of AVS_Vehicle and into Vehicle_Wheel



--Patch 1.3.1--

-Fix: Occasional physics thread error on vehicle initialization (Fixed race condition between vehicle init and physics thread)

-Fix: Wheels go to sleep and don't follow vehicle when in network rest mode

-Change: Suspension damper updated to be more realistic

-Change: Suspension damper (Shock Absorption) now uses kNs/m (Kilonewton second per meter) as units



---Release 1.3.0---

-UE5/Chaos Port



--Patch 1.2.8--

-Change: Resting now waits 3 seconds after entering the velocity threshold (to avoid RPC thrashing)

-Change: Network resting is now decoupled from local resting, but copies it's state

-New: Passive Mode -- Vehicles now enter a passive mode while idling, which disables ticking and sets network dormancy

-the following backported from 1.3.x-

-Fix network relevancy not being updated when not using a custom camera manager

-Fix gear struct variables not being initialized properly, causing warnings while packaging

-Fix linux compiler issue

-Update plugin structure to be compliant with BuildSettings.V2

-Add GetUnrealEngineVersion function

-Update VehicleSetup_HUD similar to the UE5 version (Add VehicleMass, PhysicsState, UnrealVersion)

-Add "PreviewInEditor" setting in wheels, used to preview wheel travel

-Add "RollingResistance" setting in wheels



--Patch 1.2.7--

-New: Experimental Feature: WheelReprojectionCamber, adds on to the wheel reprojection feature allowing cosmetic wheel camber

-Fix: Revert change to PostPhysics tick group as default (PostPhysics causes issues with network replication)

-Change: VehicleSetupHUD now shows Handbrake input



--Patch 1.2.6--

-New: Stability Control System, attempts to keep vehicle aligned with direction of travel (disabled by default)

-New: By request, helper function to destroy components owned by the AVS_Vehicle

-New: Network options for syncing location/rotation individually, can be changed during runtime

-New: Support for cinematics in Unreal 4.26+ (Requires wheel meshes to be added manually when setting up vehicles)

-Change: ChangedGear function now receives Previous and Current gear values (useful for checking shift direction)

-Change: Removed "LinearDrag" option, now just uses the Linear Damping from VehicleMesh directly

-Fix: Wheels not working correctly while detached when using the "Prevent Wheel Clipping" setting

-Fix: Errors on dedicated servers related to wheel controllers

-Fix: Vehicle suspension raising/dropping when pressing the throttle while the "Dynamic Air Drag" setting is enabled

-Fix: VehicleMesh physics never go to sleep (performance improvements)

-Fix: Host client sending double inputs (network improvements)

-Fix: UpdateWheelLocks being called more than necessary (performance improvements)

-Fix: Wheel properties not being properly applied to manually added wheel meshes



--Patch 1.2.5--

-New: Vehicle_Wheel can now change location/rotation at runtime easily using the SetWheelPosition function

-New: Automatic Shifter Position, automatically changes PRND based on current vehicle inputs

-New: Combined function for Throttle and Brake called SetThrottleAndBrakeInput, Negative throttle used as brake, brake as reverse when Automatic Shifter Position is enabled

-New: ChangedGear event

-New: New option "Prevent Wheels Clipping" that prevents wheels from getting stuck in the ground or under objects

-Fix: UpdateLightDecorations function changed from private to protected, as it's intended to be overridden

-Fix: Dedicated server error spam related to wheel particles

-Fix: Various improvements to access specifiers



--Patch 1.2.4--

-Fix: MP: Client vehicles being flung when physics gets enabled in certain circumstances

-Fix: Vehicle_Wheel ChangeStaticMesh function failing when called after construction but before onBeginPlay (such as in onRep functions)



--Patch 1.2.3--

-New: EXPERIMENTAL FEATURE - Wheel Reprojection, fixes wheels 'tilting' in high friction/weight scenarios

--Note: Does not currently work with Adding/Removing wheels, or wheel detachment. Possibly broken with other features enabled

-New: Zero throttle while shifting config setting

-Change: VehicleSetupHUD now shows the internally used speed unit instead of MPH

-Change: Added acceleration to the VehicleSetupHUD, and made many back end improvements

-Change: Added Vehicle Hitch to the correct category in the component menu

-Change: Added/Updated function descriptions related to the 1.2 update

-Fix: Removed "Host Trailer Rotation" from showing in the config

-Fix: Access error after killing a trailer that is hitched to a vehicle

-Fix: Error spam for engine and skid sounds on dedicated servers

-Fix: "No mesh detected!" error showing incorrectly when duplicating wheels in the editor

-Removed various sections of old code



--Patch 1.2.2--

-Fix: Wheels being in the wrong location on skeletal meshes



--Patch 1.2.1--

-Fix: Compile error due to private function in Vehicle_Hitch



---Release 1.2.0---

-Fix: GetCurrentSteeringInput's output name being "AirSpeed" instead of "SteeringInput"

-Fix: All spotlights connected to vehicle incorrectly getting their visibility set to false during onBeginPlay

-Fix: SpeedUnit incorrectly showing in config (Is used internally only)

-Fix: Divide by Zero error on vehicles with no driving wheels (like trailers)

-Fix: Engine not starting on clients on vehicles with no engine audio

-Fix: LightControllers not being marked active when used with no light sources

-Fix: Possible Editor crash when reordering components in a vehicle blueprint

-Change: GetPluginVersion now reads directly from the Plugin info

-Change: Ignition sound now plays on all clients (EngineRunning is now networked differently)

-Change: Lights System now supports all light types (as opposed to just spotlights)

-Change: Neutral gear now properly calculates independent of wheel speed

-Change: EngineRunning now defaults to false

-Change: Movement synchronization is now smoothed, new option for smoothing amount

-Change: Vehicles now limit their max angular velocity, added corresponding setting in "Vehicle - Physics"

-New: Trailer Support and Hitching system

-New: Added network rest states for significantly better network performance

-New: Functions for Adding/Removing Wheels at runtime

-New: Function for offsetting custom center of mass

-New: Options to Start with Physics (default true), Start with Engine Running (default false)



--Patch 1.1.1--

-New: Wheel effects now support different surfaces

-New: Config for unit of speed used internally

-New: GetAcceleration node (returns change of speed per second)

-Fix: Rare full desync on clients caused by the network owner changing

-Fix: Fixed throttle sticking when unpossessing a vehicle (Previous fix only worked in singleplayer)

-Change: Updated vehicle setup HUD with better layout and now shows default values instead of 0

-Experimental: Added experimental option to limit acceleration to (SelectedSpeedUnit per Second)



---Release 1.1.0---

-New: Unreal 4.25 Support

-New: Wheel Effects! Skid Marks, Smoke, Sound Effects!

-New: Support for overriding/controlling torque and speed on a per wheel basis

-Fix: VehicleSetup_HUD breaking vehicles onBeginPlay (due to a change in UE4.23)

-Fix: GetRotationSpeed output name

-Fix: Wheel meshes that had their scale changed would report the wrong radius causing vehicles to be over/underpowered



--Patch 1.0.2--

-New: Proper input functions, deprecated input nodes now link to this internally

-New: Added GetPluginVersion function

-New: Option for DynamicAirDrag, instead of always being on

-New: Added new component for editing and visualizing center of mass

-Change: Wheel variables now initialize during construction instead of onBeginPlay

-Change: Default steering curve now has a higher minimum steering percent (0.3 vs 0.1)

-Change: Netcode now takes latency into account when syncing physics, making it much smoother

-Change: Renamed some wheel detach/attachment nodes to make their use more clear. Old nodes still exist and are marked as deprecated.

-Change: DynamicAirDrag now allows editing the default Drag

-Change: DynamicAirDrag now aggressively applies drag when not moving to prevent unwanted movements

-Fix: Clamped throttle and brake inputs to prevent controllers doubling inputs

-Fix: Stutter every 5 seconds or so on clients when replicating

-Fix: Some config variables unable to be changed on UE4.24

-Fix: Engine Audio component throwing errors on dedicated servers

-Fix: Brakes/Throttle inputs stuck when unpossessing vehicle



--Patch 1.0.1--

-Initial marketplace launch

-Fixed compile error



---Release 1.0.0---

https://www.youtube.com/watch?v=MNq4VPvIvj0