Add a vehicle to the roster
The template ships with two DT_Vehicles rows — Sports (SportsCar_Pawn) and Offroad (OffroadCar_Pawn). This tutorial adds a third row by duplicating an existing car.
flowchart LR Parent["BP_VehicleParent"] Sports["SportsCar_Pawn"] Offroad["OffroadCar_Pawn"] NewCar["Your Pawn"] DT["DT_Vehicles"] UI["WBP_VehicleSelection"] Parent --> Sports Parent --> Offroad Parent --> NewCar DT --> UI Sports --> DT Offroad --> DT NewCar --> DT
1. Duplicate a car Blueprint
Section titled “1. Duplicate a car Blueprint”- In the Content Browser, open
VehicleSoccerTemplate/Blueprints/SportsCar/. - Right-click SportsCar_Pawn → Duplicate.
- Rename the copy (for example
MyCar_Pawn) and move it into a new folder such asBlueprints/MyCar/. - Open the duplicate and adjust:
- Vehicle mesh / materials under
Meshes/ - Wheel Blueprints (copy
SportsCar_WheelsFront/SportsCar_WheelsRearif you change wheel setup) - FC_TorqueCurve reference on the movement component for acceleration feel
- Vehicle mesh / materials under
All cars must inherit from BP_VehicleParent (directly or through the Sports/Offroad child) so boost, jump, camera, and pickup interfaces keep working.
2. Add a data table row
Section titled “2. Add a data table row”- Open DT_Vehicles (
Blueprints/VehicleSelection/DT_Vehicles). - Click + Add to create a new row.
- Fill ST_VehicleSelectionData:
| Field | Example |
|---|---|
| Name | Rally Truck |
| Description | Short blurb shown on the selection card |
| Class | Your MyCar_Pawn Blueprint |
- Save the data table.
3. Localize display text (optional)
Section titled “3. Localize display text (optional)”Titles and descriptions for the default cars live in ST_VehicleSelection (Blueprints/VehicleSelection/ST_VehicleSelection). Add entries there if you want localized Name / Description keys instead of inline strings on the row.
4. Verify in vehicle selection
Section titled “4. Verify in vehicle selection”- Play from Map_MainMenu.
- Start a solo match and open vehicle selection (or travel to Map_VehicleSelection).
- Confirm WBP_VehicleSelection lists the new row and spawns the correct pawn.
BP_VehicleSelector and BP_CameraActor on the selection map preview whichever class is highlighted.
5. Balance boost and physics
Section titled “5. Balance boost and physics”On your pawn’s parent chain (BP_VehicleParent and Chaos movement):
- Match Max Boost pickup values on BP_Boost to how aggressively the car accelerates.
- Test jump and IA_AirRoll with the new centre of mass — adjust mesh offset or bEnableCenterOfMassOverride if the car flips too easily.
Worked example — Rally Truck
Section titled “Worked example — Rally Truck”This example adds a heavier off-road variant next to the stock Sports and Offroad rows.
1. Create the pawn
Section titled “1. Create the pawn”- Duplicate OffroadCar_Pawn → rename to RallyTruck_Pawn.
- Move it to
Blueprints/RallyTruck/. - Swap the mesh to your truck skeletal mesh (or keep the off-road mesh while prototyping).
- Duplicate OffroadCar_WheelsFront / OffroadCar_WheelsRear if you change wheel radius.
2. Register the data table row
Section titled “2. Register the data table row”Open DT_Vehicles and add a row named RallyTruck:
| Field | Value |
|---|---|
| Name | Rally Truck |
| Description | High torque, slower top speed — ideal for bumps and challenges. |
| Class | RallyTruck_Pawn |
Your table should now list three rows:
Sports → SportsCar_PawnOffroad → OffroadCar_PawnRallyTruck → RallyTruck_Pawn3. Optional localization
Section titled “3. Optional localization”In ST_VehicleSelection, add keys such as RallyTruck_Title and RallyTruck_Description, then point the row’s Name / Description fields at those keys if you prefer localized text over inline strings.
4. Test the example
Section titled “4. Test the example”- Play from Map_MainMenu → Play Solo → Choose Vehicle.
- Select Rally Truck and confirm Map_VehicleSelection previews RallyTruck_Pawn.
- In Map_Gameplay, verify boost pickup refills still respect BP_Boost → Max Boost (
100by default).
Next steps
Section titled “Next steps”- Reskin UI around the new car → Customize the HUD
- Move the template into another game → Migrate into your project