
Procedural Vehicles - Station Wagon
https://www.fab.com/listings/c8ddb28b-ac2f-410a-a5b5-7df0e57de54d
This asset is filled with a lot of features. Briefly, the main features are interactable vehicles, and drivable vehicles with multiplayer support.
Advanced Drivable Blueprint - Burnouts, screeching, tire decals, a complete lighting system (headlights/night-mode, brakes, indicators), engine/tire sounds, and satisfying physics. Drag and drop, and supports character controller switching.
Advanced Event Buttons that allow you to regenerate the selected vehicle, or all vehicles on the map, for rapid iteration and prototyping
~100 exposed procedural parameters
Fully customizable paint jobs - Custom Albedo Masks
Expandable Proxy Mesh System
Custom hand-modeled simplified collision meshes
Hand-made and calibrated LOD's and single draw-call proxy meshes
Drivable - Custom Skeleton and Skeletal Mesh
An advanced replicated drivable demo is included. Control the doors/boot/hood, wheels, and steering wheel. The gear stick will animate as the car automatically shifts gears. Swap between interior/exterior view, to view a functional odometer + RPM meter. Stationary burnouts,momentum-based tire decals, and sound effects are included, as well as satisfying engine sounds. Particles are provided for the exhaust, burnouts, and decals. The lights are fully set up with channel-packed emissive masks and configured lighting for realistic headlights (night mode), indicators, and brakes. These lights have been tested in different environments and look great out of the box.
A fully rigged Skeletal Mesh version of the vehicle is included. It has a custom skeleton and includes bones for:
Each Individual Wheel
Each Individual Door
Steering Wheel
Gear Stick
Boot
Hood
Level Designer Friendly
Level designer-friendly, with extensive designer tools, allowing you to generate thousands of vehicles quickly, without having to worry about performance (editor + ingame optimizations run independently). The designer tools are easy to use with event buttons, giving you complete control over the generation tools, as opposed to the construction script which runs on map load, etc.
Procedural Vehicle Generation
Produce near-infinite vehicle variations with the custom BP_Interactable blueprint. It includes ~100 exposed parameters giving you complete control over a generation. Tooltips have been provided for each exposed parameter, allowing you to quickly understand what each feature provides. A full list of parameters can be seen in the .pdf documentation.
Interior and Bonuses
A high detailed interior, bottom/base, and engine are included. Flat tire variations are included and tires can be removed completely with 3D suspension and axles being visible. These vehicles will look good from any angle, inside out or upside down. They are highly modular and highly detailed.
Sound Effects and Particles
Sound effects are included for the lootable interactions. The doors will creak and slam shut. The leaves will flutter as they fall away when you open the boot. The glass will shatter with a satisfying effect. The engine will roar and the tires will screech. Each sound is configured with basic attenuation and 3D settings for convincing results when interacting with the vehicles.
Smart Actors
These actors can detect player distance, use almost no resources when idle, and clean up after themselves with a variety of optimization levels (medium and far distance). There is logic to prevent doors from opening when they shouldn't or leaves from spawning when they shouldn't. This product has gone through extensive testing to ensure no undesirable generation or clipping will occur when producing new variations. All optimizations run independently from each other allowing you to disable/enable them without concern.
Technical Details
Uses experimental plugin: ChaosVehiclePhysicsUses plugin: Metasound
Number of Unique Meshes: 35 static mesh vehicle components, 1 skeletal mesh
Skeleton/Rigged: Custom skeleton
Collision: Yes, Custom/Automatically Generated
Vertex Count Average: 50,000-60,000 triangles LOD0 to 489 Single Drawcall Proxy Mesh
LODs: Yes, made by hand
Number of Materials and Material Instances: 10 Master, 1 Material Function, 33 Instances
Number of Textures: 53
Texture Resolutions: 4k for most textures, 1k for proxy meshes
Windows/Mac: Yes









