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.

๐ŸŽฅ Videos:

Launch Video | Content Overview | New Features

๐ŸŽฎ Download DEMO

Includes all our independent vehicles & advanced packs

๐Ÿ“„ Documentation & Tech Support:

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

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

๐ŸŒ Full Multiplayer Replication

  • No Input Lag โ€“ No Jittering โ€“ Smooth Replication (since V4)

  • Fully replicated for LAN and Internet connection

  • Supports both Listen and Dedicated Servers

๐Ÿ”— Compatible with:

๐Ÿ๏ธ Ridable Bikes: Advanced Pack

โ›ฝ Advanced Fuel System

๐Ÿš— More than 20 vehicles with base, extras and police versions

๐Ÿ‘ค Any regular character template (tutorial)

๐Ÿš— Individual Cars (sold separately):

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

โœ… 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:

๐Ÿ”„ 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

๐Ÿ“–migration tutorial - migrate Advanced Pack to any regular project

๐Ÿ“–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 โ€“ 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.