Quick answer: Per wheel: lower SpringRate to soften. Raise SpringDamping proportionally to control oscillation. Adjust CenterOfMassOffset for stability.
A racing prototype using Chaos Vehicles drives like a brick over speed bumps. Wheels barely move; chassis transmits every shock. Suspension is too stiff.
Suspension Parameters
On each wheel asset:
- SpringRate (N/cm): stiffness. Start 400 for a sedan; 600 for sports; 250 for offroad.
- SpringDamping: should scale with rate. Try SpringRate × 0.05 as a starting damping.
- SuspensionMaxRaise / SuspensionMaxDrop: travel limits. Increase Max Drop for soft offroad feel.
Center of Mass
On the vehicle component:
VehicleComponent->CenterOfMassOverride = FVector(0.f, 0.f, -30.f); // 30cm below default
Lower CoM = less roll, more stable. Sports car ~25–30cm above ground; truck ~50cm.
Tire Friction Curve
Tire asset → Friction Curve. Set lateral and longitudinal grip vs slip. Default linear is harsh; real tires roll off as slip grows. Edit curve for a smooth transition.
Anti-Roll Bars
VehicleComponent → Anti Roll Bars array. Add front and rear. Stiffness ~20 for street; higher for performance. Reduces body roll in corners.
Debug Visualizer
p.Vehicle.ShowSuspension 1
p.Vehicle.ShowWheelForces 1
Console commands. Draws suspension extension/compression and force vectors in real time. Visualize tuning.
Verifying
Drive over varied terrain. Suspension absorbs bumps visibly. No wheel lift-off on minor undulations. No bouncy oscillation. Cornering body roll within target.
“Vehicle tuning is iterative. Change one parameter, drive, observe, repeat. Start with spring rate, end with curves.”
Record reference videos of the desired ride feel (rally, sim, arcade). Tune to match the video, not abstract numbers.