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Blueprint Reference

Reference for Blueprint assets under Content/VehicleSoccerTemplate/Blueprints/.

flowchart TB
  GI["BP_VehicleGameInstance<br/>Current Player Name · Current Vehicle Class"]
  GM["BP_VehicleGameMode<br/>Vehicle Game Mode Settings · Ball Spawn Transform · Team scores"]
  GS["BP_VehicleGameState<br/>Match Time · bIsOvertime · bCanScoreGoal"]
  PC["VehiclePlayerController<br/>Enhanced Input · WBP_VehicleUI"]
  Vehicle["BP_VehicleParent<br/>Boost / Jump / Camera"]
  Ball["BP_Ball<br/>Replicated physics ball · Ball Location Server · Last Hit Team"]
  Goal["BP_GoalPost<br/>Goal Post Team · Goal Post Extent · ScoreGoal()"]

  GI -->|travels to match| GM
  GM -->|owns| GS
  PC -->|possesses| Vehicle
  Vehicle -->|interacts| Ball
  Ball -->|overlap scores| Goal
  GS -->|ScoreGoal| Goal
ValueUsed by
TeamOneBlue-side goals, lights, scoreboard column, emissive materials
TeamTwoOrange-side goals, lights, scoreboard column, emissive materials

Assigned on BP_GoalPost (Goal Post Team), BP_VehiclePlayerState, and goal structs.

Play-mode selector stored on ST_VehicleGameSettings as Play Mode (playMode). Values:

ValueTypical use
SoloLocal match without networking
1 x 1One player per team
2 x 2Two players per team
3 x 3Three players per team
4 x 4Four players per team
5 x 5Five players per team

Chosen from WBP_MainMenu before Host Match or Play Solo and copied into BP_VehicleGameMode → Vehicle Game Mode Settings.

Editor/debug logging level for BP_VehicleStatics helpers (Vehicle Log, Vehicle Log Warn, Vehicle Log Error).

Persisted match settings edited from WBP_MainMenu and stored on BP_VehicleGameMode as Vehicle Game Mode Settings:

FieldPurpose
Play Mode (playMode)EVehicleGameMode — Solo through 5 x 5
Match Time (matchTime)Regulation length in seconds
Match Count Down (matchCountDown)Pre-kickoff countdown
Ball Reset Countdown (ballResetCountdown)Post-goal reset delay

Populated when a goal is scored:

FieldPurpose
TeamScoring EVehicleTeam
Scoring Player NameDisplay name from BP_VehiclePlayerState
Team One Score / Team Two ScoreSnapshot after the goal

Possession/time-on-field tracking per team. BP_VehicleGameMode exposes Field Possession Score Team One, Field Possession Score Team Two, and Field Possession Score Total, and broadcasts On Possession Score Update for HUD widgets.

One row in DT_Vehicles:

FieldPurpose
NameCard title in WBP_VehicleSelection
DescriptionFlavor text (localized via ST_VehicleSelection string table)
ClassPawn Blueprint (soft class → BP_VehicleParent child)

Persistent across menu and match maps — sessions and player profile.

PropertyPurpose
Current Player NameDisplay name set on WBP_MainMenu
Current Vehicle ClassLast selected pawn class from DT_Vehicles
On Find Servers Finished / On Find Servers FailedSession browser callbacks for WBP_MainMenu
FunctionDescription
Host Match / Host GameCreates a listen server and travels to gameplay
Find Matches / Refresh ServersQueries sessions for WBP_ServerListEntry rows
Join SessionConnects to a selected result
Menu transitionsWorks with WBP_MainMenu to open vehicle selection and load Map_Gameplay

Match authority — spawning, kickoff, and team assignment.

PropertyPurpose
Vehicle Game Mode Settings (ST_VehicleGameSettings)Play mode, match time, countdowns, ball reset delay
Ball Spawn TransformWorld transform for BP_Ball at kickoff / reset
Soccer BallReference to the active BP_Ball instance
Team One Score / Team Two ScoreAuthoritative scoreline (mirrored on game state)
Last Team AssignedAlternates EVehicleTeam when players join
Number Of Players JoinedRunning join count for lobby logic
Field Possession Score Team One/Two/TotalPossession percentages for advanced HUD
All ControllersArray of VehiclePlayerController in the match
bDelayedStartDelays ReadyToStartMatch until countdown completes
FunctionDescription
BeginMatchStarts the round after countdown (also called on game state)
BeginPlayInitializes arena actors and UI hooks
On Game EndEvent dispatcher when the match concludes
On Possession Score UpdateFires when field-possession stats change

Replicated match state.

PropertyPurpose
Team One Score / Team Two ScoreReplicated integers
Match TimeRemaining seconds
bIsOvertimeOvertime active
bCanScoreGoalAllows BP_GoalPost to commit scores
Goal DetailsLatest ST_Goal payload for UI and FX
FunctionDescription
BeginMatchStarts timers and enables scoring
bEndMatchEnds the session and triggers UI wrap-up
Score / goal handlersUpdates scores and notifies widgets
HandlePurpose
TimerHandle_MatchRegulation clock
TimerHandle_MatchCountdownPre-kickoff countdown on WBP_VehicleUI

Player input and in-match UI owner.

ActionHandler
IA_MoveForward / IA_MoveRightForwards axis values to BP_VehicleParent
IA_JumpJump input
IA_BoostBoost input
IA_HandbrakeHandbrake / drift
IA_AirRollAir roll (bNewAirRoll)
IA_ResetCarResetCar — upright the vehicle
IA_FocusBallBall camera lock
IA_SwitchCameraSwitchCamera
IA_ScoreboardShows/hides WBP_ScoreBoard
IA_LookRightCamera yaw

Mapping contexts: IMC_KeyboardDefault, IMC_GamepadDefault.

PropertyPurpose
BoostPercent / BoostPercentageHUD boost meter value
bInputAllowedMaster input gate (menus, countdown, replays)
WBP_VehicleUIIn-match HUD instance

Abstract Chaos vehicle pawn.

ComponentRole
Chaos Wheeled Vehicle Movement ComponentPhysics driving (tuned per SportsCar_Pawn / OffroadCar_Pawn)
Spring Arm Front Camera / Front CameraForward chase camera
Spring Arm Back Camera / Back CameraDefault third-person follow camera
Ball Pointer Arrow ComponentOn-screen hint mesh toward BP_Ball
MS Vehicle EngineEngine MetaSound component
Player Name WidgetFloating nameplate (WBP_PlayerName)
PropertyPurpose
Soccer BallCached reference to BP_Ball for camera and boost logic
bIsCameraLockedToBallBall-tracking camera active
Initial TransformSpawn pose used by Reset Car
bIsBoostActiveBoost VFX / force multiplier
bIsOnGroundGround vs air logic
bIsAirRollingAir roll state
bJumpTriggeredJump cooldown / state
BehaviourDescription
Pickup overlapBP_BasePickup applies effects via BPI_Player
Team tintingBP_CosmeticsManager and team materials read EVehicleTeam from player state

Physics soccer ball.

ComponentRole
Soccer Ball (static mesh)Collision mesh using PM_SoccerBall
NS Ball Trail (×5)Niagara trail emitters around the ball
MS Ball HitHit MetaSound
Timeline Play EffectDrives hit VFX timing
PropertyPurpose
Ball Location ServerAuthoritative replicated position
Last Hit TeamLast EVehicleTeam that touched the ball
Hit PlayerBP_VehiclePlayerState credited with the last hit
Client Correction DistanceReplication smoothing threshold

Team goal trigger.

PropertyPurpose
Goal Post TeamWhich team defends this goal (EVehicleTeam)
Goal Post ExtentBox volume size
FunctionDescription
ScoreGoalValidates bCanScoreGoal, awards point to attacking team, fills ST_Goal

Arena pickup base class.

PropertyPurpose
Pickup RadiusSphere overlap extent
Respawn TimeRespawn delay
bIsRespawnableWhether pickup returns
bStackableStack duplicate effects
Pickup SoundMS_Pickup cue

BP_Boost adds Boost Intensity, Max Boost, and boost UI hooks. BP_BallImpulser applies impulse to overlapping BP_Ball.

BlueprintRole
BP_GoalPostScoring volumes
BP_TeamLightTeam-coloured stadium lighting
BP_TV / BP_TvCameraViewerReplay / broadcast camera to render target RT2D_CameraView
BP_CosmeticsManagerTeam colours on vehicles and arena elements
BP_LightBeamGoal celebration light beam
AssetRole
DT_VehiclesData table of ST_VehicleSelectionData
BP_VehicleSelectorLevel actor that presents choices
BP_CameraActorShowcase camera on selection map
WBP_VehicleSelectionSelection UI

Default rows in DT_Vehicles:

Row namePawn classDisplay strings
SportsSportsCar_PawnST_VehicleSelection → SportsCar_Title / SportsCar_Description
OffroadOffroadCar_PawnST_VehicleSelection → Offroad_Title / Offroad_Description

Blueprint function library for common accessors:

FunctionReturns
GetVehicleGameInstanceBP_VehicleGameInstance
GetVehicleGameModeBP_VehicleGameMode
GetVehicleGameStateBP_VehicleGameState
GetTeamColorTeamOneColor / TeamTwoColor for UI and materials
Vehicle Log / Vehicle Log Warn / Vehicle Log ErrorConditional logging

Main menu on Map_MainMenu — player name, match settings, session browser, travel to vehicle selection.

In-match HUD:

ElementData source
Team score text / bordersBP_VehicleGameState team scores
MatchTime / MatchCountdownGame state timers
BoostPercentVehiclePlayerController
GoalScored / GoalScoreTextST_Goal on goal events
OvertimeTextbIsOvertime

Detailed score rows shown while holding IA_Scoreboard.

AssetPath
Game instanceBlueprints/BP_VehicleGameInstance
Game modeBlueprints/Game/BP_VehicleGameMode
Game stateBlueprints/Game/BP_VehicleGameState
Player controllerBlueprints/Player/VehiclePlayerController
Vehicle baseBlueprints/Vehicles/BP_VehicleParent
CarsBlueprints/SportsCar/SportsCar_Pawn, Blueprints/OffroadCar/OffroadCar_Pawn
BallBlueprints/BP_Ball
GoalBlueprints/Stadium/BP_GoalPost
PickupsBlueprints/Pickups/BP_BasePickup, Pickups/Spawnables/BP_Boost, BP_BallImpulser
Vehicle tableBlueprints/VehicleSelection/DT_Vehicles
Main menuBlueprints/Widgets/WBP_MainMenu
Match HUDBlueprints/Widgets/WBP_VehicleUI
MapsMaps/Map_MainMenu, Map_VehicleSelection, Map_Gameplay