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Getting started

Getting started with the kart plugin

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There are two ways to start: open the ready-made example project, or add the kart to a project you already have. Both take a few minutes.

Option 1: Using the example project

We highly recommend starting with the example project. It features:

  • A ready to go track using a landscape and splines
  • Offroad functionality
  • Predefined project settings (FXAA instead of TSR or TAA to reduce smearing, correct exposure etc.)
  1. Download / purchase the plugin on Fab.
  2. Install the plugin to the engine.
  3. Download the example project here.
  4. Unzip and open the example project.
  5. Open the Example Track level, and hit Play!
  6. You are ready to go.

Option 2: Plugin only

If you do not want to use the example project, you can use the plugin normally in your existing projects as well.

  1. Download / purchase the plugin on Fab.
  2. Install the plugin to the engine.
  3. Open your project, go to Edit > Plugins, search for Kart Drifting Physics, tick it and restart the editor.
  4. Find the plugin Content folder and use the BP_KartPawn Blueprint. In the Content Browser, click Settings and tick Show Engine Content (plugins installed to the engine stay hidden without it), then open Plugins > Kart Drifting Physics Content > Blueprints.
  5. Drag the Blueprint into any level and set Auto Possess Player to Player 0 in the details panel. Or set up your own game mode logic and select BP_KartPawn as the Default Pawn Class.
  6. Configure the project physics settings (see below).
  7. You are ready to go from here.
The plugin's Content folder in the Unreal content browser, with BP_KartPawn selected

Project physics settings

The kart runs on asynchronous physics at a fixed rate. Go into your project settings, then scroll down to Physics in the left side bar (Project Settings > Physics > Framerate), check Tick Physics Async and in Async Fixed Time Step Size enter 1/60 or 0.016667 (equals 60 Hz).

The example project already has these settings. The kart’s C++ class turns on Async Physics Tick Enabled (in the actor’s Physics category) for itself, so BP_KartPawn and its child Blueprints need nothing else. Every force default is tuned for this 60 Hz step, so keep 0.016667 unless you have a reason to change it. For another rate, see Tick Rate Independent Acceleration in Acceleration settings. Coming in 1.1

Why the kart needs a fixed step, and what it changes: async physics in Unreal Engine, on the blog.

Controls

The kart uses Enhanced Input. BP_KartPawn adds its input mapping context IMC_Kart by itself when a player takes control of it, so the controls also work in your own project. Keyboard and gamepad are both set up.

  • To see or change the keys for throttle, steering and jump/drift, open IMC_Kart in the plugin’s content.
  • In the example project, E or the upper face button of a gamepad gives a long test boost (see Boosts and items).

Next steps

Not using the plugin yet? Get it on Fab.