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

1.4.2: 5.2 - 5.4

AVS Changelog

Patch 1.4.3

-New: 'SteeringRecenterSpeed' option (The speed at which steering returns to zero)

-Note: This will change steering behavior, unless you are using the default value for SteeringSpeed. Configure it after updating the plugin.

-Change: Debug menu now appears on clients as well, when "Display Debug Menu" is toggled

-Fix: Copy how epic sets up their root components to hopefully avoid future BP corruption bugs

-Fix: WheelConfig.WheelPrim not having a default value, causing compile issues in some cases



Patch 1.4.2

- Unreal 5.4 Support, this patch is for UE5.4 only.


Patch 1.4.1

-New: 'GetIsSteerableWheel' for vehicle wheels

-New: Implemented passive mode in wheel components

-Change: Add manual control over wheel brake torque amount (deprecated "BrakePressure" in Wheel in favor of this)

-Change: vehicle movement networking to use Unreal's replicated world time, instead of calculating times locally. This allows the state queue to more accurately drop late rpcs, decreasing jitter.

-Change: Improved suspension for physics wheel mode

-Springs now work on wheels with no contact

-Contact trace is now works the same as raycast wheels

-Fix: Wheel spinning in place when a vehicle is at rest

-Fix: Vehicles 'floating' around after going into network rest on clients

-Fix: Physics jitter when stationary and pressing an input

-Fix: NaN error and poor performance when not using a wheel mesh with raycast wheels

-Fix: Corrected return name on GetWheelRadius

-Fix: Suspension ignores contact normal, causing vehicle to move incorrectly. Thanks @Elitic


Release 1.4.0

-New: Raycast wheel mode, supports runtime wheel mode switching

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

-New: Suspension limits preview in VehicleSetupHUD

-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

-Change: Reworked all suspension related code, large performance increase over 1.3

-Change: Physics wheels no longer use collision hits to detect contact (instead uses raycast)

-Change: TeleportVehicle now includes an option to maintain velocities relative to the vehicle chassis

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


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

Release Video