Digital Dive Studio - Drivable Cars: Advanced Multiplayer Pack

A fully interactive vehicle system, entirely built with Blueprints, designed for realistic driving, advanced damage mechanics with real-time deformation & destruction, and seamless multiplayer integration. Features physics-based handling with surface adaptation, interactive dashboards, and dynamic character animations (including passengers). Supports manual and automatic transmission, extensive customization, and improved multiplayer replication.

🎥 Videos:

Launch Video | Content Overview | New Features

🎮 Download DEMO

Includes all our independent vehicles & advanced packs

đź“„ Documentation & Tech Support:

Digital Dive Vehicles Manual | Release Notes | Tutorials & Migration Guide

Join our Discord Community for tech support, news and more!

🌍 Full Multiplayer Replication

  • No Input Lag – No Jittering – Smooth Replication (since V4)

  • Fully replicated for LAN and Internet connection

  • Supports both Listen and Dedicated Servers

đź”— Compatible with:

🏍️ Ridable Bikes: Advanced Pack

â›˝ Advanced Fuel System

đźš— More than 20 vehicles with base, extras and police versions

👤 Any regular character template (tutorial)

đźš— Individual Cars (sold separately):

Military Car | Muscle Car | Supercar | Microcar | Minivan | 4x4 | Exo Car | Cargo Truck | Van | Roadster | Pickup Truck | Sports Car

âś… Key Features

  • Fully replicated multiplayer support :

    • With no input lag nor jittering (V4)

    • Smooth replication (V4)

    • Supports Listen and Dedicated Servers

    • Compatible with Server and Client authority

  • Damage & Destruction System:

    • Mesh deformation, detachable pieces, breakable glass, damageable car paint

    • Flat tires and fire damage

    • Full destruction areas (engine, gas tank, etc.)

  • Character Ragdoll

    • Run over characters

    • Character can be ejected from car (if seatbelt boolean is disabled)

  • Physics-based driving

    • surface detection & adaptive handling

    • particle effects depend on surface and speed

  • Car customization

    • Manual & automatic transmission

    • Several versions per car (Base, Extras, Police & Taxi)

    • Extra Car Paints

  • Fully interactive

    • Lights, steering, horn, etc.

    • Steering wheels with driver hands attached

    • Doors open with character IK animations

    • Responsive Dashboard (Speed and RPM)

  • Adaptive enter/exit animations

    • Depend on car situation (upside down, no door, locked door, etc)

    • For driver and passengers

  • New extra features:

    • Scrape sounds and effects

    • brake heating

    • backfire effects

  • 3 Base Cars:

🔄 LAST UPDATES (release notes):

  • UE5.4+ (July 2025) - version 4.4

  • UE5.1+ (March 2024) - version 3.4

  • UE5.0 (November 2022) - version 1.12

  • UE4.26 - 4.27 (June 2022) version 4.2

đź“–migration tutorial - migrate Advanced Pack to any regular project

đź“–Custom Car Tutorial (part 1 & part 2)

Features:

  • network replicated!

  • Three detailed cars with 4 LODs each (SUV, Sedan, Hatchback)

  • Cars are split by body, parts and wheels

  • Each car is a child bluerprint from one master blueprint

  • Deformations are made by morph targets

  • Impacts are detected through a bone grid around the car

  • All car pieces are joint by constraints and hinges

  • Procedurally damaged car paint

  • Customizable car paint (dirt & scratches)

  • Cars can be configured all through parameters

  • Surface type detection and behaviour adaptation

  • UE5 Third person template movement functions

  • Enter / exit car with adaptative animations

  • Toggleable lights

  • Change camera (inside – outside)

  • Camera zoom and orbit (outside)

  • Smoke, dust, water, impact particle systems

  • Interactive car dashboard

  • Engine, drift, surface, impact sounds

  • RMP related engine sound + gear up decay

  • Car respawn feature

In multiplayer games, the physics car is still obviously out of sync on the client side, flickering back and forth (jittering). Is there any good way to solve this? After I turned on the physics prediction, it was OK when running, but it was obvious after packaging and running.

Have you guys even played your own demo? No offense, but I’m shocked you have 4.9 stars with 109 reviews. This system is basically unusable. You can’t even drive in a straight line to the top of the hill when you turn right out of the garage. Literally every vehicle just bounces around on the landscape like you’re driving on the most rough terrain imaginable. Don’t even get me started about driving down hill. You bounce and flip so much that your vehicle will be destroyed before you get to the bottom of the hill. Even the base vehicle demo in UE5 is better than this.

Sadly i have to say the same. The system has a load of funcionality but is RIDDLED with bugs and glitches (Just take a 2 minute drive with a car or a bike. Try out different scenarios like bumping into things, getting into corners landing while on a bike from a great height etc…). Maybe some features can be used from it in a more stable system but as it is currently (based on Demo file V4.6.3 (???)), it is sadly unusuable in production in an of itself.

Pics numbering starting from the bottom:
(Pics 1-2. falling of a bike while it exploded, cant move character)
(Pic 3. falling through the level when colliding with a parked car while driving a bike)
(Pic 4. Bumping into another motorcycle while going at 5 mph probably should not destroy all of it)
(Pic 5. Try to drive slowly into the glass door near the bikes, see what happens..)
(Pic 6. Glithced hands after crashing with bike and getting back on it)
(Pic 7. Making a simple jump from a high hill with a bike, behind the starting building)
(Pic 8. Jumping directly onto the edge of this cement block near the hills, got yeeted of the bike. Got up and now on top of the bike character cant move)
….etc etc

These happened 30 second (!!!) into testing. What is going on?
I don’t want 20 vehicles and 40 skins, i want 4-5 that’s working without any glitches.
All the best to the developers, as there are some great things here but they are just not there yet. This is not the one all be all solution you are looking for, sadly.

Specs:

GPU: GTX 3090 (24GB VRAM)

RAM: 64GB

CPU: Ryzen 9 7900

Sorry for overlooking your question, and thanks for your patience.

In our latest versions, the owning client now gets a completely smooth driving experience thanks to our custom Client Authoritative system: the local client simulates the physics without receiving corrections from the server, so there is no jitter or flicker on the driver side.

For remote clients, some delay or interpolation artifacts will always exist. This is a limitation of Chaos Vehicles themselves, not only our implementation. Even the default Chaos Vehicle setup shows a visible offset on non-owning clients.

There are ways to reduce this depending on your project:

  • Increasing the bandwidth allocated to physics replication.

  • Adjusting replication frequency and interpolation settings.

  • Reviewing network conditions in packaged builds (latency spikes become more noticeable there).

If you need help reviewing your setup, feel free to join our Discord — we’ll be happy to help you check your specific case.

Thank you for sharing your experience.
The behaviour you describe is not normal unless the frame rate is extremely low, and this can be amplified by a known issue in the demo map related to the garage glass door. When that fractured mesh is spawned, it may occasionally interfere with the vehicle and cause unstable physics. If that is what happened, please let us know.

We fully agree that the current demo needs a new approach. As our collection of vehicles and add-ons has grown, we kept adding them to the original map, and it clearly requires a redesign focused on stability and performance. We are already working on this.

If you’d like, feel free to join our Discord — we will gladly review what happened and make sure you can test the vehicles under normal conditions.

Thank you for taking the time to write such a detailed report. We really appreciate it.

As we mentioned to @TorQueMoD, most of the issues you describe tend to appear when the frame rate drops too low. We are fully aware that the current demo map is not the best environment to guarantee stable performance, especially after adding so many vehicles and systems over time. This amplifies physics problems and makes the experience look far more unstable than the actual product.

That said, we take every bug report seriously. Some of the situations you listed — like the behaviour with the glass door, character resets after crashes, or small impacts destroying a vehicle — are already being reviewed and we will work to resolve them as quickly as possible.

We thank you for sharing all this. Feedback like yours helps us keep improving.
If you’d like, feel free to join our Discord and share any additional issues you encounter — we’ll be glad to assist and ensure you can test the vehicles under normal conditions.

1 Like

I’m running an RTX 3090 24gb with 64 gigs of system ram, an i7 14700kf 3.4ghz CPU and Windows 11 installed on an SSD. If it’s due to low frame rate, then there’s something even more wrong with that demo than you realize.

Thanks for the follow-up.
With the hardware you listed, you definitely shouldn’t be experiencing those issues.

To double-check everything, I recorded a short test using the same demo version (V4.6.3) on a system with lower specs than yours. I couldn’t reproduce any of the behaviours you mentioned — both the car and the bike behaved as expected on all surfaces.

Here’s the link to the video: https://youtu.be/_OXhzHqDPLw

We would really like to understand what might be happening on your side — whether it’s a specific vehicle, a particular route in the map, or a sequence of inputs that triggers the issue. Any extra detail you can share will help us identify the cause and fix it if there’s something wrong in the demo.

Thanks again for taking the time to report this. Your feedback genuinely helps us improve the project.

You actually almost encountered it yourself in the Jeep, but you managed to steer out of it.

For me, the bikes are the most stable vehicles, and I almost bought the bike pack for the project I’m working on, but there’s just too much about everything that is really jank. They fall through the terrain quite frequently, and I think I got it on camera twice during my play through (but maybe it was only once). The vehicle physics are somewhat fun in a goat-simulator way, but not if you’re trying to make a serious driving/racing game. The bottom line is your vehicles just don’t improve upon Unreal’s Chaos vehicle in any meaningful way when it comes to purely driving (sure the sounds, the collisions, the damage system are all improvements, but that’s not where my focus was when assessing the system). In fact, your vechiles are all mostly worse when it comes to driving.
Anyway, I recorded almost an hour of footage. I tried to just drive the vehicles everywhere on the landscape. I do realize that a lot of the reason for the instability is due to the noise in the landscape most likely from an erosion filter or something, but even when not hitting those noisy areas, the response when going over hills etc. is just ridiculous most of the time with the vehicle flipping and bouncing in the jankiest ways, unless you’re in a vehicle that can’t move quickly. With the dune buggy, I suspect this is because you lowered the COM so it’s below the vehicle to help prevent it from flipping, but it just makes it feel ridiculous to drive.
I tried to use only vehicles that you would expect to be able to handle the off-road terrain too, so no Lambos on the hills. lol

It’s a 28gb video so it’ll likely be processing for a while. Had a pretty rock solid FPS the entire time, though it is incredibly low for the detail of the environment and considering my hardware. 40 - 50 fps is really bad for an RTX 3090. Oh, and apologies there’s no audio. I didn’t realize OBS lost track of my hardware. That’s another issue, it constantly sounds like you’re driving with something being dragged underneath your vehicle when you’re on the terrain which sounds terrible.

Thank you for taking the time to record and share such an extensive video — we appreciate the effort.

After reviewing your footage, most of what you describe points to differences in expectations rather than issues in the underlying system. A few clarifications might help make things clearer:

• Vehicle choice matters:
Half of the vehicles you tested — Exo Car, SUV and Micro Car — are not off-road vehicles.
The Exo Car is not a dune buggy: it is a low-suspension asphalt performance car capable of reaching 267 km/h.
The Micro Car is the equivalent of a Smart — a city car, not something designed for hills or uneven terrain.
Even SUVs are not off-road vehicles by design; a real SUV will also struggle, slide or flip on loose dirt when driven downhill at high speed.

• Terrain behaviour is intentional:
The terrain in the demo is dirt, with intentionally lower friction so vehicles can slide.
If the friction level is not to your liking, it can be changed in a few seconds — that is fully expected to be project-specific.

• High-speed downhill flips are normal:
Any car, even a real off-road one, will flip or bounce if pushed downhill at 100+ km/h over uneven, eroded landscape.
In your own recording, the behaviour is completely aligned with physics unless you’re expecting a very arcade-style driving model.

• Dirt impact sound:
The sound you mention (“dragging something underneath”) is the sound of debris and dirt being kicked under the chassis.
It can certainly be improved and we’ve added it to our list — thank you for highlighting it.

• Bike falling-through-geometry issues:
This is a known Chaos limitation in cases of extremely strong impacts on lightweight bodies.
It isn’t specific to our vehicles. Even so, we will continue improving our own configuration where possible.

• About the FPS comment:
We fully agree the demo project needs a redesign.
As we’ve expanded the collection over time, the original demo map layout is no longer optimal, and we are already working on a new structure focused on stability and performance.


If you could share timestamps of the exact moments where you feel something is truly wrong (beyond expected physics on dirt slopes), we would be happy to review them and make improvements. Critical feedback is always welcome — especially when it leads to concrete adjustments.

I mean, at this point it’s just a general feeling of jank and lack of polish then. Again, my apologies for being blunt. The bikes are far better, and actually add something new, but your vehicles feel like they respond worse than the default chaos vehicle does.

Thanks for your reply.
It’s clear at this point that you’re looking for a more arcade-style driving experience, and that’s perfectly fine. Our approach is based on long-term feedback from our community, but the driving behaviour is fully customizable and we help many users tune it to their preferences through our Discord tech-support channel.

That said, saying that our vehicles “perform worse” than the default Chaos ones is not accurate. That’s a matter of personal preference, not an objective comparison, and the behaviour can be adjusted very easily on top of the system.

Still, we appreciate you sharing your perspective, we’ll keep it in mind as we continue refining the project