Generate infinite interactable sedan variations with flexible, procedurally generated blueprint actors!
Purchase the environments here.
Purchase more Vehicles and Zombies.
PDF Documentation - Highly recommended
Discord - Need assistance? Send me a message!
Email - email@example.com
BP_Interactable + Editor Optimizations (1500+ interactive vehicles, 120fps demonstration)
Coming soon . . .
1.2 28/04/2021 - Major Update
1.1 22/04/2021 - Minor Update
This product will continue to receive updates and other vehicle assets are actively being worked on to help provide you with all of the content you need for your survival game!
April (This month)
This asset is filled with a lot of features, some obvious, some not so obvious. I highly recommend reading the documentation and watching the videos to fully understand the scope of this asset.
Procedural Vehicle Generation
Produce near-infinite vehicle variations with the custom BP_Interactable blueprint. It includes over 70 exposed parameters giving you complete control over the asset. The generation is done via two event buttons on the actor, allowing you to rapidly prototype and draft your levels by generating new variations with the click of a button.
Foliage Tools and Integration
In Unreal Engine 4.25 above, the new Foliage Actor component is leveraged allowing you to paint and procedurally generate interactable vehicles into your map. This allows for rapid prototyping and can be useful for populating long stretches of highway, junkyards, etc.
Game Ready and Animated
This asset is game-ready. It has seamless timeline animations, sound effects, particles, functional and bug-tested blueprints, and extreme care has been taken with the optimization, allowing you to have hundreds of interactable vehicles spread over your map with no drop in frame rate. This level of optimization is achieved by using a proxy mesh that is swapped in at a distance that instances with other vehicles and costs only a single draw call. Careful consideration has been made when balancing the triangle count and draw calls. More information can be found in the .pdf documentation.
Drivable - Custom Skeleton and Skeletal Mesh
An advanced drivable demo is included. It includes sound effects, an animated odometer/RPM meter and animated gear stick changes. The steering wheel, tires, boot, hood, and doors are all animated as well. Basic particles and engine sounds are included. The brake lights also work. A fully rigged Skeletal Mesh version of the vehicle is included. It has a custom skeleton and includes bones for:
Instanced Dynamic Meshes
Custom blueprint functions have been created to seamlessly swap instanced static meshes, with movable static meshes. This allows you have to hundreds of vehicles while maintaining a reasonable number of draw-calls. This also allows for some parts of the vehicle to be destructible e.g. the side mirrors, windscreen wipers, and antenna. All of these dynamic meshes are cleaned up at a user-defined distance. More information can be found in the .pdf documentation.
All LOD's are made by hand and each LOD screen size is adjusted for the best results. Advanced master materials are used providing fuzzy shading on the moss, and a cinematic/hero quality option is included for Mosh Foliage, though this can be expensive and should be used cautiously.
Interior and Bonuses
A high detailed interior is included. The bottom/base of the car also has a high level of detail, and a detailed engine is also included. Flat tire variations are included and tires can be removed completely with 3D suspension and axles being visible. These vehicles will look good from any angle, inside out or upside down. They are highly modular and highly detailed.
Mesh simulations are done outside of Unreal and imported allowing each vehicle to be uniquely cluttered with over 15 different leaf clutter variations and 7 cinematic quality mossy coverage variations.
Sound Effects and Particles
Sound effects are included for the lootable interactions. The doors will creak and slam shut. The leaves will flutter as they fall away when you open the boot. Each sound is configured with basic attenuation and 3D settings for convincing results when interacting with the vehicles.
These actors can detect player distance, use almost no resources when idle, and clean up after themselves. Not only that but there is logic in the construction script that will prevent doors from opening when they shouldn't or leaves from spawning when they shouldn't. This product has gone through extensive testing to ensure no undesirable generation or clipping will occur when producing new variations.
Intentionally left blank. You can modify the texture, or attach your own model to suit your game's world!
Please contact me on discord or at firstname.lastname@example.org if you need any support, I am always available to help.
Number of Unique Meshes: 42 static mesh foliage components, 31 static mesh vehicle components, 1 skeletal mesh
Skeleton/Rigged: Custom skeleton
Collision: Yes, Custom/Automatically Generated
LODs: Yes, made by hand
Number of Materials and Material Instances: 7 Master, 1 Material Function, 28 Instances
Number of Textures: 49
Texture Resolutions: 4k for most textures, 1k for proxy meshes