A suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in

By constructing a vehicle dynamic model in the UE5 Chaos vehicle plug-in, dynamically adjusting the suspension stroke and stiffness, and adjusting the engine and gearbox parameters, the problem that the suspension cannot be dynamically adjusted in the game in the prior art is solved, and a rich driving experience in the game and the ability to adapt to different terrains is achieved.

CN119760870APending Publication Date: 2025-04-04SNAIL GAMES
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Patent Information

Application Number
CN202411817427.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-11
Publication Date
2025-04-04

AI Technical Summary

Technical Problem

In the existing UE Chaos vehicle plug-in, suspension adjustment can only be performed in the editor, and cannot be adjusted dynamically in the game, which cannot meet the needs of players to adjust the suspension in the game.

Method used

By constructing the vehicle and its dynamic model in the UE5 Chaos vehicle plug-in, obtaining the suspension and adjusting its stroke and stiffness, dynamically adjusting the parameters of the engine and gearbox to achieve dynamic adjustment of the suspension.

Benefits of technology

It realizes dynamic adjustment of the suspension, adjusting the body posture in the game, adapting to the driving needs of different terrains, enriching the driving experience of players.

✦ Generated by Eureka AI based on patent content.

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Abstract

A suspension dynamic adjustment method based on a UE5 Chaos vehicle plug-in includes: constructing a vehicle and its dynamic model based on the UE5 Chaos vehicle plug-in; obtaining the suspension of the vehicle from the dynamic model, and changing the center of gravity of the vehicle by adjusting the travel and stiffness of the suspension; in the dynamic model, modifying the relevant parameters of the engine and the gearbox, and adjusting the dynamic output of the engine and the gearbox. The present invention uses the dynamic model of the vehicle, can dynamically adjust the suspension travel and hardness, adjust the height of the vehicle body posture, and dynamically adjust the parameters of the engine and the gearbox, so that different vehicle body postures have corresponding power output, which is suitable for driving needs on different terrains and can enrich the player's gaming experience.
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Description

Technical Field

[0001] The present invention relates to the field of game engine technology, and in particular to a suspension dynamic adjustment method based on a UE5 Chaos vehicle plug-in. Background Art

[0002] The Chaos vehicle system in UE5 (Unreal-Engine 5) is an important part of the game engine. It provides physical simulation and control of vehicles (such as cars, motorcycles, etc.). The Chaos physics engine provides very realistic physical simulation functions for vehicles, which can simulate the vehicle's suspension, collision, friction, steering, driving force and other behaviors. The control of Chaos Vehicle mainly depends on several aspects such as throttle, brake, steering and hand brake. These control methods are set through input mapping scenarios and input operations. Players can control the vehicle through input devices such as keyboards and handles. At the same time, the vehicle's startup, operation, camera perspective switching, reset state and other operations can also be achieved through corresponding instructions and functions.

[0003] In the Chaos vehicle plugin, the suspension system is a key component used to simulate the vehicle's suspension behavior and provide a stable suspension effect, which directly affects the vehicle's driving performance, stability, and comfort. The Chaos vehicle plugin provides flexible suspension system configuration options, allowing developers to adjust the strength of the suspension system according to their needs.

[0004] In the current UE Chaos vehicle plug-in, the method of adjusting the suspension is: before the game is run, set the suspension parameters in the editor, and do not support adjusting the parameters in the game. In game development, we may encounter the need for players in the game to adjust the suspension, and the native Chaos vehicle plug-in cannot meet this need. Summary of the invention

[0005] In order to solve the defects of the prior art, the purpose of the present invention is to provide a suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in, which can dynamically adjust the suspension, adjust the height of the vehicle body posture, adapt to the driving needs of different terrains, and enable players to have a richer driving experience.

[0006] In order to achieve the above object, the present invention provides a suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in, comprising: Construct vehicles and their dynamic models based on the UE5 Chaos vehicle plug-in; Acquiring a suspension of the vehicle from a dynamics model of the vehicle, and changing the center of gravity position of the vehicle by adjusting the travel and stiffness of the suspension; In the dynamic model of the vehicle, relevant parameters of the engine and the gearbox are modified to adjust the dynamic output of the engine and the gearbox.

[0007] Furthermore, the dynamic model includes: all simulation parameters of the vehicle's suspension in the Chaos physics engine, and relevant parameters of the vehicle's engine and gearbox; The simulation parameters of the suspension include: maximum suspension lifting amount, maximum suspension lowering amount, damping coefficient, spring preload, and spring coefficient; The relevant parameters of the engine include: horsepower, torque, and maximum speed; The relevant parameters of the gearbox include: gear ratio and shifting speed.

[0008] Furthermore, the step of constructing a vehicle and its dynamics model based on the UE5 Chaos vehicle plug-in further includes: Prepare 3D vehicle model; Creating materials and textures for the 3D vehicle model; Creating a collision body for the 3D vehicle; Creating corresponding skeletons and bones on the 3D vehicle model; Create a vehicle blueprint to control and manage the logical behavior of the 3D vehicle.

[0009] Furthermore, the vehicle blueprint includes: The basic structure of the vehicle, including the body, wheels, and suspension system; Physical properties and dynamic parameters, including mass, friction, engine power, and brakes; Control logic, which defines how and by which the player controls the vehicle; Animation and Effects, for adding animations and visual effects to vehicles.

[0010] Furthermore, the step of obtaining the suspension of the vehicle from the dynamic model and changing the center of gravity position of the vehicle by adjusting the travel and stiffness of the suspension further includes: The suspension of the vehicle is obtained from the dynamic model of the vehicle, and the maximum suspension lift, maximum suspension descent, damping coefficient, spring preload, and spring coefficient are modified to dynamically adjust the travel and stiffness of the suspension, thereby changing the center of gravity position of the vehicle.

[0011] Furthermore, in the dynamic model, the step of modifying the relevant parameters of the engine and the gearbox to adjust the dynamic output of the engine and the gearbox further includes: Using the dynamic model, modifying parameters related to the engine: horsepower, torque and maximum speed; The Chaos physics engine will calculate the corresponding forces and torques based on the engine parameters and inputs to simulate the vehicle's acceleration, braking, and steering behaviors; Using the dynamic model, modify the parameters related to the gearbox: gear ratio and shift speed, which affects the gearbox's shifting logic and performance in the game; By changing the relevant parameters of the engine and the gearbox, the power output of the vehicle under the corresponding suspension state is obtained.

[0012] On the other hand, the present invention also provides a system for dynamically adjusting vehicle suspension, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor is configured to execute the computer program stored in the memory to implement the suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in as described above.

[0013] On the other hand, the present invention further provides a computer-readable storage medium, wherein the storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in as described above.

[0014] The suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in provided by the present invention has the following beneficial effects compared with the prior art: Using the vehicle's dynamics model, you can dynamically adjust the suspension travel and hardness, adjust the height of the vehicle body, and dynamically adjust the parameters of the engine and gearbox to ensure corresponding power output in different vehicle body postures, adapt to driving needs on different terrains, and enrich the player's gaming experience.

[0015] Other features and advantages of the present invention will be set forth in the description which follows, and in part will be apparent from the description, or may be learned by practice of the present invention. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] The accompanying drawings are used to provide a further understanding of the present invention and constitute a part of the specification. Together with the embodiments of the present invention, they are used to explain the present invention and do not constitute a limitation of the present invention. In the accompanying drawings: Figure 1 This is a flow chart of a suspension dynamic adjustment method based on a UE5 Chaos vehicle plug-in according to an embodiment of the present invention; Figure 2 A schematic diagram of setting suspension parameters according to an embodiment of the present invention; Figure 3 is a schematic diagram of another method for setting suspension parameters according to an embodiment of the present invention; Figure 4 Schematic diagram of the system structure for dynamically adjusting the vehicle suspension according to an embodiment of the present invention. DETAILED DESCRIPTION

[0017] The preferred embodiments of the present invention are described below in conjunction with the accompanying drawings. It should be understood that the preferred embodiments described herein are only used to illustrate and explain the present invention, and are not used to limit the present invention.

[0018] Embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. Although certain embodiments of the present invention are shown in the accompanying drawings, it should be understood that the present invention can be implemented in various forms and should not be construed as being limited to the embodiments described herein, which are instead provided for a more thorough and complete understanding of the present invention. It should be understood that the drawings and embodiments of the present invention are only for exemplary purposes and are not intended to limit the scope of protection of the present invention.

[0019] The term "including" and its variations used herein are open inclusions, i.e., "including but not limited to". The term "based on" means "based at least in part on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". The relevant definitions of other terms will be given in the following description.

[0020] It should be noted that the modifications of "one" and "plurality" mentioned in the present invention are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, it should be understood as "one or more". "Plurality" should be understood as two or more.

[0021] Example 1 In an embodiment of the present invention, a suspension dynamic adjustment method based on a UE5 Chaos vehicle plug-in is provided, comprising: constructing a vehicle and its dynamic model based on the UE5 Chaos vehicle plug-in; obtaining the suspension of the vehicle from the dynamic model, and changing the center of gravity position of the vehicle by adjusting the stroke and stiffness of the suspension; in the dynamic model, modifying relevant parameters of the engine and the gearbox, and adjusting the dynamic output of the engine and the gearbox.

[0022] In order to make the objectives, technical solutions and advantages of the present invention more clear, the embodiments of the present invention will be further described in detail below with reference to the accompanying drawings.

[0023] Figure 1 This is a flow chart of a suspension dynamic adjustment method based on a UE5 Chaos vehicle plug-in according to an embodiment of the present invention. Figure 1 , the specific implementation methods of the present invention are described in detail.

[0024] In step 101, a vehicle and its dynamics model are constructed based on the UE5 Chaos vehicle plug-in.

[0025] In an embodiment of the present invention, a vehicle is constructed based on the Chaos vehicle plug-in of UE5 (the latest generation of Unreal Engine). First, a 3D vehicle model with suitable proportions and details of the vehicle needs to be prepared. In order to make the vehicle have a realistic appearance in the game, it is necessary to create appropriate materials and textures for the model. This can include body color, mapping, and detail textures. In order to achieve physical simulation and collision detection, it is necessary to create appropriate collision bodies for the vehicle. In order to make the vehicle have a realistic movement posture, it is necessary to create corresponding skeletons and bones on the 3D vehicle model. Finally, a vehicle blueprint is created to control and manage the logical behavior of the vehicle.

[0026] Vehicle blueprints in Unreal Engine (UE) refer to blueprint scripts used to create and control in-game vehicles (such as cars, trucks, motorcycles, etc.). Blueprints are a visual programming tool that allows developers to build game logic through nodes and connecting lines without writing traditional code. In Unreal Engine, vehicle blueprints usually involve the following aspects: The basic structure of the vehicle: including the body, wheels, suspension system, etc. These elements are usually represented by static meshes and need to be correctly combined to form the appearance of the vehicle.

[0027] Physics and Dynamics: In order for a vehicle to move and interact realistically in the game, physical properties and dynamics parameters need to be set. This includes mass, friction, engine power, brake system, etc.

[0028] Control logic: defines how the player controls the vehicle. For example, the vehicle's acceleration, braking, steering, and gear shifting can be controlled through keyboard, mouse, or game controller input.

[0029] Animation and special effects: Add animation and visual effects to vehicles, such as spinning wheels, flashing brake lights, smoke effects from the exhaust pipe, etc.

[0030] AI and traffic systems: If there are self-driving vehicles or traffic systems in the game, you will also need to write the corresponding AI logic so that the vehicles can automatically navigate, avoid obstacles, obey traffic rules, etc.

[0031] By using vehicle blueprints, developers can quickly create and test various types of vehicles, and can perform complex customization and optimization as needed. This is very important for many modern games, because realistic vehicle simulation can greatly enhance the realism and immersion of the game.

[0032] In an embodiment of the present invention, a vehicle and its dynamic model are constructed based on the UE5 Chaos vehicle plug-in. The dynamic model includes all simulation parameters of the vehicle's suspension in the Chaos physics engine, as well as relevant parameters of the vehicle's engine and gearbox.

[0033] In step 102 , the travel and stiffness of the suspension are dynamically adjusted to change the center of gravity position of the vehicle.

[0034] Figure 2 , Figure 3 The key code for setting suspension parameters is shown. The Suspension object of the vehicle physics instance PVehicle (the vehicle's dynamic model) contains all the simulation parameters of the vehicle suspension in the Chaos physics engine. PVehicle is a specific instance of VehicleSimulationPT, which is a physical type in the Chaos vehicle system in UE, used to simulate the physical behavior of the vehicle. Get the vehicle Suspension from PVehicle, modify the SuspensionMaxRaise (maximum suspension lift), SuspensionMaxDrop (maximum suspension drop), DampingRatio (damping coefficient), SpringPreload (spring preload), SpringRate (spring coefficient) and other parameters, and you can dynamically adjust the suspension's travel, stiffness and other important physical parameters. By adjusting the suspension travel and stiffness, you can change the center of gravity of the vehicle, which can also affect the vehicle's handling, stability, and passability.

[0035] Damping Ratio: refers to the characteristic of any vibration system that the vibration amplitude gradually decreases during vibration due to external factors or inherent reasons of the system itself, and the characterization of this characteristic. Damping controls the shock absorption effect of the suspension system. The appropriate damping setting can reduce vibration when the vehicle encounters bumpy roads and provide a smoother driving experience.

[0036] Preload is one of the commonly used suspension system parameters and configurations, which refers to the pressure applied to the suspension system when the vehicle is stationary. Increasing preload can improve the firmness of the suspension system and make it easier for the vehicle to maintain good ground contact. SpringPreload refers to the pressure applied to the spring when it is stationary. This means that the spring should be properly compressed when the vehicle is stationary to ensure that it can provide the best support and shock absorption effect during the vehicle's driving. The purpose of preload is to make the spring in a certain degree of compression when the vehicle is stationary, so that during driving, the spring can respond to changes in the road surface more quickly and provide more stable support. Appropriate preload can reduce the shaking of the vehicle during driving, improve the accuracy of control and ride comfort.

[0037] SpringRate (spring coefficient) refers to the ratio between the elastic force generated by the spring after a unit force is applied to its deformation. It is the same concept as spring stiffness. Spring stiffness determines the hardness of the suspension system. A higher spring stiffness will make the suspension system stronger and the vehicle more stable during driving, but it will also cause the vehicle's suspension travel to become smaller. Generally, if the spring stiffness is larger, the vehicle will be more stable during driving, but the vehicle's suspension comfort may be reduced; if the spring stiffness is smaller, the vehicle's suspension comfort will be improved, but the stability may be reduced. In other words, spring stiffness is an indicator of the spring's resistance to external forces, and it plays an important role in the performance and design of the suspension system. By choosing the right spring stiffness, you can achieve ideal suspension comfort, stability and handling performance.

[0038] In addition, commonly used suspension system parameters and configurations include suspension travel, which refers to the distance the suspension system can move vertically. A larger suspension travel can provide better wheel flexibility and adapt to changes in different road surfaces. In this embodiment, the suspension travel is represented by SuspensionMaxRaise and SuspensionMaxDrop. By adjusting these parameters, developers can create different types of suspension systems as needed, from soft suspension systems (suitable for off-road vehicles) to stiff suspension systems (suitable for racing cars) to achieve the desired driving experience.

[0039] In step 103, relevant parameters of the engine and the gearbox are modified to adjust the power output of the engine and the gearbox.

[0040] The engine parameters of Chaos vehicles require the use of the vehicle's dynamics model PVehicle, which contains engine-related parameters such as horsepower, torque MaxTorque, and maximum speed MaxRPM. The Chasos physics engine will calculate the corresponding forces and torques based on the engine parameters and inputs (such as throttle and brake) to simulate the acceleration, braking, and steering behaviors of the vehicle. By adjusting these parameters, you can affect the behavior and performance of the engine in the game. The PVehicle model contains parameters related to the gearbox, such as the gear ratio ForwardGearRatios, the shift speed ChangeUpRPM (increase the speed), ChangeDownRPM (reduce the speed), etc. By adjusting these parameters, you can affect the gearbox's shifting logic and performance in the game. By changing the relevant parameters of the engine and gearbox, you can get the appropriate power output of the vehicle under this suspension state.

[0041] The suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in provided by the present invention can dynamically adjust the suspension stroke and hardness and adjust the height of the vehicle body posture. Dynamically adjust the parameters of the engine and gearbox to achieve corresponding power output at different vehicle body postures. By adjusting the suspension stroke, the ground clearance of the vehicle can be changed, which can be used to adapt to different terrains. The suspension stiffness determines the shock absorption effect of the vehicle when passing through different types of obstacles. Adjusting the suspension stiffness can improve the stability and controllability of the vehicle. The method proposed by the present invention can realize the switching of vehicle driving modes in the game, so that the same vehicle can have different suspension characteristics, suitable for driving needs of different terrains, and give players a richer driving experience.

[0042] Example 2 In an embodiment of the present invention, an electronic device is also provided. Figure 4 Schematic diagram of a system structure for dynamically adjusting vehicle suspension according to an embodiment of the present invention. Figure 4 As shown, the electronic device of the present invention includes a processor 401 and a memory 402, wherein: The memory 402 stores a computer program. When the computer program is read and executed by the processor 401, the computer program executes the steps in the embodiment of the suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in as described above.

[0043] Example 3 In an embodiment of the present invention, a computer-readable storage medium is further provided, in which a computer program is stored, wherein the computer program is configured to execute the steps in the embodiment of the suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in as described above during operation.

[0044] In this embodiment, the above-mentioned computer-readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0045] Those skilled in the art can understand that the above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. Although the present invention is described in detail with reference to the aforementioned embodiments, those skilled in the art can still modify the technical solutions recorded in the aforementioned embodiments or replace some of the technical features therein by equivalents. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included in the protection scope of the present invention.

Claims

1. A suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in, characterized in that: include: Construct vehicles and their dynamic models based on the UE5 Chaos vehicle plug-in; Acquire the suspension of the vehicle from the dynamic model, and change the center of gravity position of the vehicle by adjusting the travel and stiffness of the suspension; In the dynamic model, relevant parameters of the engine and the gearbox are modified to adjust the dynamic output of the engine and the gearbox.

2. The suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in according to claim 1 is characterized in that: The dynamics model includes: all simulation parameters of the vehicle's suspension in the Chaos physics engine, and relevant parameters of the vehicle's engine and gearbox; The simulation parameters of the suspension include: maximum suspension lifting amount, maximum suspension lowering amount, damping coefficient, spring preload, and spring coefficient; The relevant parameters of the engine include: horsepower, torque, and maximum speed; The relevant parameters of the gearbox include: gear ratio and shifting speed.

3. The suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in according to claim 1 is characterized in that: The step of constructing a vehicle and its dynamics model based on the UE5 Chaos vehicle plug-in further includes: Prepare 3D vehicle model; Creating materials and textures for the 3D vehicle model; Creating a collision body for the 3D vehicle; Creating corresponding skeletons and bones on the 3D vehicle model; Create a vehicle blueprint to control and manage the logical behavior of the 3D vehicle.

4. The suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in according to claim 3 is characterized in that: The vehicle blueprint includes: The basic structure of the vehicle, including the body, wheels, and suspension system; Physical properties and dynamic parameters, including mass, friction, engine power, and brakes; Control logic, which defines how and by which the player controls the vehicle; Animation and Effects, for adding animations and visual effects to vehicles.

5. The suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in according to claim 1 is characterized in that: The step of obtaining the suspension of the vehicle from the dynamic model and changing the center of gravity position of the vehicle by adjusting the travel and stiffness of the suspension further comprises: The suspension of the vehicle is obtained from the dynamic model of the vehicle, and the maximum suspension lift, maximum suspension descent, damping coefficient, spring preload, and spring coefficient are modified to dynamically adjust the travel and stiffness of the suspension, thereby changing the center of gravity position of the vehicle.

6. The suspension dynamic adjustment method based on UE5 Chaos vehicle plug-in according to claim 5 is characterized in that: The step of modifying the relevant parameters of the engine and the gearbox in the dynamic model to adjust the dynamic output of the engine and the gearbox further includes: Using the dynamic model of the vehicle, modifying parameters related to the engine: horsepower, torque and maximum speed; The Chaos physics engine will calculate the corresponding forces and torques based on the engine parameters and inputs to simulate the vehicle's acceleration, braking, and steering behaviors; Using the dynamics model of the vehicle, modify the parameters related to the gearbox: gear ratio and shift speed, affecting the gearbox's shifting logic and performance in the game; By changing the relevant parameters of the engine and the gearbox, the power output of the vehicle under the corresponding suspension state is obtained.

7. A system for dynamically adjusting a vehicle suspension, characterized in that: It includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor is used to execute the computer program stored in the memory to implement the steps of the suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in according to any one of claims 1 to 6.

8. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, which is loaded and executed by a processor to implement the steps of the suspension dynamic adjustment method based on the UE5 Chaos vehicle plug-in according to any one of claims 1 to 6.