Arch Vis AI Traffic System

AI Vechicle Traffic system with various features. Spline follow, Waypoint follow, Spawn vehicles, remove vehicles, Parking, traffic lights, and more.

  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.27, 5.0 - 5.4
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

*Please note* Vehicles and parking lot are not included. Starter vehicle, demo map, and traffic light are included. You must utilize your own vehicle library.


Change Log (Updates could take a few days for Epic approval):

2024/5/3

  • Added support for 5.4.




Welcome to the Architectural Visualization AI Traffic system. I designed this system to give architectural renderings and real-time rendered scenes a boost of realism by adding movable cars to roadways and intersections. This system also works for virtual reality. Key features are options for spline following, waypoints, spawning vehicles, removing vehicles, parking, turn signal lights, brake lights, head lights, traffic light. The traffic light is included (up to 4 per intersection) with both turning lanes or keeping straight options and can easily swap for a traffic light mesh of your own.  


The system is created with a series of blueprints and AI behavior trees for easy modification and customization. Does NOT use NavMash(Pathfinding). Although it is designed for Arch Vis, it is possible to work for games as well, but is untested on gaming platforms. Please view the tutorials below:


Part One - Rigging a vehicle via 3D Max - https://youtu.be/V0j9JrBxCVg

Part Two - Configuring a vehicle for the AI Traffic System - https://youtu.be/ctiQKaQKi4U

Part Three - Spline Following and Traffic Lights - https://youtu.be/Y6EQjHyHVzc

Part Four - Waypoint Following, Spawning, and more - https://youtu.be/ijtFPJaKb70

Random Paint - New feature added to random car paint colors - https://youtu.be/3yKK76LMKBE


Im also available on Discord at: Teriander #4597

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To convert from PhyX to Chaos:

Instead of using a "VehicleWheel" use "ChaosVehicleWheel" for creating a new wheel setup. If you already have the wheels, follow step 6 and 7 in this link below. Also reading this documentation would help you become familiar with the changes.

https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Physics/ChaosPhysics/ChaosVehicles/HowToConvertPhysXVehiclesToChaos/

Technical Details

Features:

  •  Spline Follow
  •  Waypoint Follow
  •  Spawning Vehicles
  • Remove Vehicles
  • Parking
  • Vehicle Turn Signal (optional)
  • Brake Lights (optional)
  • Headlights (optional)
  • Working Traffic Lights
  • Easy Blueprint Modification for Advanced Users (no C++ code)
  • Vehicle Avoidance
  • Dynamic Object avoidance
  • *Randomize Car Paint
  • Traffic Demo Map
  • Traffic Test World Map


Collision: Yes, Vehicle, ground, and traffic lights.

Vertex Count: 32,000

LODs: No

Number of Unique Meshes: 3

Number of Materials and Material Instances: 17

Number of Textures: 0

Texture Resolutions: None

Supported Development Platforms:

Windows: Yes

Mac: Yes

Documentation: Video Links to Tutorials

Important/Additional Notes: For an example of proper material setup for the lights to work, please refer to the materials located at "Content > AITraffic > Materials > Cars > Lights"