Skidmarks are generated when wheel skids / slips over a surface.
Skidmarks are achieved by procedurally generating a mesh. One mark consists of two triangles and the number of triangles per one section can be calculated as
Max Marks Per Section * 2.
Min Distance is the distance a wheel needs to travel before a new mark is created.
Default behavior is to delete the oldest triangles as soon as number of marks reaches
Max Marks Per Section - similar to the old snake game. To make this transition smooth
Fade Over Distance can be enabled or
Peristent Skidmarks can be used. Check the section below for more info.
If skidmarks are not visible or clip into the terain
GrounOffset needs to be increased.
To define when the wheel is slipping
Longitudinal Slip Threshold and
Lateral Slip Threshold from vehicle settings tab are used.
Skidmark section of
Persistent skidmarks enabled.
Persistent skidmarks get stored into sections of
Max Marks Per Section size.
Sections do not get destroyed as longs as the the player is under
Peristent Skidmark Destroy Distance.
Downside to this approach is that over time this will cause the number of triangles in the view-port to increase.