GetVehicleMovementComponent()->SetDriveTorque( GetVehicleMovementComponent()->GetDriveTorque() + GravityAssist);
Now the steeper the hill, the more free speed the car gets.
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Happy coding — and keep those wheels on the ground (mostly).
local throttle = 0 local brake = 0 local steer = 0
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Unreal’s vehicle system ( UWheeledVehicleMovementComponent ) already handles slopes reasonably well, but you can override UpdateSimulation to add custom downhill logic. Here’s a C++ snippet:
[ Player Interaction ] │ (Click Button / Step on Pad) ▼ [ Server Script ] ───────► Spawns Car Model from ServerStorage │ ▼ [ VectorForce / AssemblyLinearVelocity ] ───────► Launches Car Down Hill │ ▼ [ Workspace Physics ] ───────► Gravity & Obstacles Handle Destruction Essential Prerequisites
rb = GetComponent<Rigidbody>(); // Increase gravity effect for downhill realism rb.useGravity = true;
-- Steering with downhill sensitivity local steerAmount = steer * (1 + math.abs(slopeAngle) * 0.8) bodyGyro.CFrame = car.CFrame * CFrame.Angles(0, steerAmount * 1.2, 0)