A complete solution for creating high-end vehicles with ease, supported by a growing Car Fleet and natively compatible with Advanced Locomotion System. 100% Blueprints.
Renovate: Vehicle Framework is a complete solution for creating AAA quality and production ready vehicles with ease, accompanied by our 100% compatible Car Fleet and our Character Framework (still under development), available separately.
Natively compatible with characters based on Advanced Locomotion System and easily integrable with those based on Ascent Combat Framework.
ALS Integration tutorial here.
Uses Epic's industry standard plugins: | ChaosVehiclePlugin | PhysXVehicles |
Tired by dealing with trudging blueprint systems that come with no “game feel” or refined mechanics? Always have to spend more time than you estimated to learn how the whole thing works and basically fix it?
Then Renovate products are what you're looking for, crafted by Game Art industry professionals and teachers from SAE Institute, AIV - Accademia Italiana Videogiochi and Event Horizon School.
Renovate: Vehicle Framework is gonna be part of a bigger ecosystem that provides fully compatible assets; from dozens of high-end vehicles to complete environments and characters. Our goal is to overcome the obstacle of combining multiple products with lack of consistency, both in art style and technologies used.
Otherwise, what exactly are you paying for?
Renovate: Vehicle Framework is designed to work both as an intractable vehicle placed in the scene or as a vehicle character; so you can start right away with our base vehicle template, no matter what your goal is. You just have to choose which car to buy from our store or, if you will, build your own one based on our base vehicle template.
All the functionalities are inherited and settable as variables through the Blueprint Editor or on the detail panel of each instance.
It is compatible with other vehicles that present the same new Epic’s UE5 Vehicle rigging nomenclature. Therefore, vehicles designed to work with UE4 or custom rigging nomenclature have to get their bones renamed, and then you can assign our REN_BaseVehicle_Skeleton to it while importing into your project.
Yes, as long as they're a child of a pre-existing bone.
Experimental features to be updated/extended in the near future:
Product file size: ~1.3GB
Number of Blueprints: 15
Input: Gamepad, Keyboard, Mouse
Network Replicated: No / Not tested
Supported Development Platforms: only tested on Windows x64
Important/Additional Notes: characters shown in commercial imagery are not included in this product