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Vehicle Soccer Template

Vehicle Soccer Template — vehicle soccer match

Vehicle Soccer Template is a complete Blueprint game template for arena vehicle soccer. Drive Chaos-powered cars, hit a physics ball into team goals, collect boost pickups, and play solo or host/join online matches.

The project ships as a standalone Unreal 5.8 project (version 2.0.0). All gameplay lives under Content/VehicleSoccerTemplate/.

AreaPathPurpose
Main menu mapMaps/Map_MainMenuDefault editor and game startup map
Vehicle selectionMaps/Map_VehicleSelectionPre-match car picker
Gameplay arenaMaps/Map_GameplayStadium match level
Game instanceBlueprints/BP_VehicleGameInstanceSession hosting, joining, LAN, and persisted match settings
Game modeBlueprints/Game/BP_VehicleGameModeMatch start, ball spawn, player spawning
Game stateBlueprints/Game/BP_VehicleGameStateTeam scores, match timer, overtime, goal events
Player controllerBlueprints/Player/VehiclePlayerControllerEnhanced Input, camera switching, in-match UI
Vehicle baseBlueprints/Vehicles/BP_VehicleParentShared car behaviour — boost, jump, air roll, ball lock camera
CarsBlueprints/SportsCar/, Blueprints/OffroadCar/Two ready-to-drive vehicle pawns with wheel Blueprints
BallBlueprints/BP_BallReplicated physics ball and hit feedback
GoalsBlueprints/Stadium/BP_GoalPostTeam-scoped scoring volumes
PickupsBlueprints/Pickups/BP_BasePickup, BP_Boost, BP_BallImpulser
Vehicle rosterBlueprints/VehicleSelection/DT_VehiclesData table of selectable cars (ST_VehicleSelectionData)
StadiumBlueprints/Stadium/Goal posts, team lights, TV replay camera, cosmetics manager
UIBlueprints/Widgets/WBP_MainMenu, WBP_VehicleSelection, WBP_VehicleUI, scoreboard widgets
InputInputs/Enhanced Input actions and IMC_KeyboardDefault / IMC_GamepadDefault
Settings structBlueprints/ST_VehicleGameSettingsMatch time, countdown, ball reset delay, game mode
HelpersBlueprints/BP_VehicleStatics, BP_VehicleMacrosShared accessors and logging utilities
Art & audioMeshes/, Materials/, Textures/, Sounds/, FX/Stadium, vehicles, ball, UI, MetaSounds
flowchart LR
  Menu["Map_MainMenu"] --> Select["Map_VehicleSelection"]
  Select --> Arena["Map_Gameplay"]
  Arena --> Score["BP_GoalPost scores"]
  Score --> Arena
  Arena --> End["Match end or overtime"]
  End --> Menu
  1. Main menuWBP_MainMenu on Map_MainMenu. Set your player name, pick a Play Mode (Solo or 1 x 15 x 5), adjust match timing, then choose Play Solo, Host Match, Find Matches, or Join Session (with optional LAN).
  2. Vehicle selectionMap_VehicleSelection and WBP_VehicleSelection read rows from DT_Vehicles (Sports and Offroad by default).
  3. KickoffBP_VehicleGameMode spawns players at BP_VehiclePlayerStart points and places the ball at Ball Spawn Transform. BP_VehicleGameState runs the match timer and countdown.
  4. Play — drive with Enhanced Input (IA_MoveForward, IA_MoveRight, IA_Jump, IA_Boost, IA_Handbrake, IA_AirRoll, etc.). Use IA_FocusBall / IA_SwitchCamera for ball tracking and camera modes. Hold IA_Scoreboard for live scores.
  5. Score — when the ball enters a BP_GoalPost trigger for the opposing team, ScoreGoal updates Team One Score / Team Two Score on the game state and drives goal VFX, sounds, and WBP_VehicleUI announcements.
  6. Match end — timer expiry or winning condition ends the match. Overtime can activate when scores are tied (bIsOvertime on the game state). Return to the menu or rematch from UI buttons.
  1. Walk through Getting Started for solo and 2 x 2 examples.
  2. Open the project and customize systems.
  3. Follow the tutorial overview to tune match rules, add vehicles, or reskin the HUD.
  4. Adjust match timing and ball reset behaviour on BP_VehicleGameMode → Vehicle Game Mode Settings.
  5. Extend DT_Vehicles when you add new car Blueprints derived from BP_VehicleParent.

See Getting Started for a first playthrough, Setup & customization for configuration entry points, Tutorial overview for step-by-step guides with example presets, and Blueprint reference for actors, components, events, and data structures.