When debugging I found an issue that when the player use the boost when they ran out of it the car would still go fast and the camera pulls back. To fix this I added a condition to the branch that if the turbo value is under 0% and if true the force would be reduced and the camera shake will also be reduced so that it doesn't appear.
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I then went over to the script that pulls back the camera and I added a condition that if the turbo value is 0% and true the camera pull will be zero. This fixed issue that I found when playtesting.
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Another issue that I found was that I was still clipping through the blocks around the track and getting out of bounds. An easy solution was to go to the static mesh of the concrete block and add a collision box around it and make it very tall. This fixed the issue that I found during playtesting.
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A final issue that I found was that the tires would sometimes delay the physics so if the player crashes into them very fast there would be a huge delay to simulate the physics. I made the Tires 1kg in mass and this helped but there are some rare occurrences that the same bug will happen. I was never able to get this fully fixed.
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