Vehicle Template

Status

None

Vehicle Templates provide subclassable vehicle prefabs, so developers can customize a working vehicle through Verse and Scene Graph without rebuilding its driving and networked physics.

Each template prefab delivers a number of vehicle specific Scene Graph components with editable fields that customize the it’s movement behavior. The arrangement of entities and components provide a logical plan for important parts of a vehicle, such as wheels, suspension and seats, each with properties to configure. Subscribable events allow developers to trigger logic in their own scripts to effect vehicle template entities. Each vehicle template ships with a default mesh that is used in the physics simulation underlying it’s movement.

Roadmap Image

16 Likes

Yesssss please! vehicles are so limited right now

Awesome!

Can’t wait.

Things I expect from this:

  • vehicle entity that properly replicates
  • ability to “re-scale” the vehicle both as spawn and runtime
  • cosmetic support for cars
  • cars should be able to drift
  • CRITICAL: no left stick acceleration by default and no camera based steering by default (most annoying features when designing vehicle focused games, these are fine in BR as a form of accessibility but are a huge pain point in vehicle focused experiences)
  • ability to apply forces at runtime
  • ability to change / read speed at runtime

Is this true that the template won’t be experimental when it gets released? :eyes:

5 Likes

omgg i can’t WAIT for this!

can’t wait!

WE NEEED IT

This sounds super amazing

if we get this i hope we can also create things like the B.R.U.T.E. and other such vehicles in UEFN!

1 Like

This is going to be great it should have happened sooner.

Great comment! All variables need opening up to us!

I think most of what you said will happen, and come along with the Rocket League API.

I‘m a bit worried though because for example there seem a wheel position enum which is not marked as open and permits only positions for 4 wheels or 2 wheels. There‘s no custom positions and no other combinations. The amount of components that I could observe so far is fairly limited, but we‘ll see where this goes.

Hi. So speaking of vehicles - I would also have a few points..:

1.) The trick points on dirt bikes are annoying, because you can’t deactivate them if you don’t need them - there is already the following ticket for this… Vehicle Trick Score UI Cannot Be Turned Off

2.) It would be very helpful if the vehicles could get another user defition “Throw out of vehicle” as a pannant to the already existing “Assign as driver”, because currently it is not possible to remove a driver from a vehicle by trigger.

3.) Please add the blue tank and helicopter skin (from The Seven)… Is it possible to add the blue titan tank in UEFN and the blue helicopter ("The Seven"-version)? because it would be great in a red vs blue game to have different vehicle colors

4.) It would be cool, if the vehicles have correct lights (real spotlights) in high resolution

5.) I find it strange that a player who is not allowed to drive the vehicle because of his team or class affiliation is still allowed to sit in it and the engine is running - I think it would make more sense if this player could not enter the vehicle in the first place.

  1. you can actually eject someone out of a vehicle by teleporting them outside of it, or by using the new SetOccupant function on the seat and setting it to false :+1:
1 Like

Hi @Gurkis. Thanks for your hint - I didn’t know that it is now possible via verse (SetOccupant)!:+1:

Nevertheless, I think it would be good if you had such an “eject” function directly at the vehicle spawner device, then you wouldn’t have to create an extra verse logic (costs extra memory again). :folded_hands:

I also use the teleporter, but then you have the restriction that the teleporter has a fixed position (unless you would attach it to the vehicle a lot. per verse, but then it would also be a lot of tinkering) :man_tipping_hand: