This was a pet side project prototype that I did out of nostalgia for similar hovercar games and stock car racing simulators. All my blueprint code is included from the original project except the UI. It is sparsely commented but it should be easy to read and it's cleaned up. It is also included some valuable content:
The AGR MK3 vehicle is a skeletal mesh with animated suspension, driving wheel, airbrakes and jet engine fan. There are many separate components that could be used in a game with vehicle part replacement (like the spoilers, hood, airbrakes and AG wheels). The hover component is completely physics based. The material has a mask so it can be tinted in two areas. The hover component has a draft feature that adds extra engine power when drafting.
The vehicle AI attempts to follow the closest spline and when pushed away it corrects naturally, although there's no awareness for vehicles or obstacles around it.
The Chemical Bowl track is an oval with a concave section up to 90ยบ banking. There are two main track meshes, the straight and a curve with additional support meshes: custom collision, grates, tubes, walls and conduits. I've included the half sized track and an extra map with the full-sized track version.
The sounds include a working Jet Engine and some impacts.
The game mode is set to run a 10 lap race. A simple UI is included that outputs: damage, lap, laptime with sector laptime, position, health, fuel, boost fuel, speed
(If you're looking for a simpler hovering and flying low poly vehicle pawn, check out my $1 Low Poly Flying Car asset)