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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. In the Content Browser, open VehicleSoccerTemplate/Blueprints/SportsCar/.
  2. Right-click SportsCar_PawnDuplicate.
  3. Rename the copy (for example MyCar_Pawn) and move it into a new folder such as Blueprints/MyCar/.
  4. Open the duplicate and adjust:
    • Vehicle mesh / materials under Meshes/
    • Wheel Blueprints (copy SportsCar_WheelsFront / SportsCar_WheelsRear if you change wheel setup)
    • FC_TorqueCurve reference on the movement component for acceleration feel

All cars must inherit from BP_VehicleParent (directly or through the Sports/Offroad child) so boost, jump, camera, and pickup interfaces keep working.

  1. Open DT_Vehicles (Blueprints/VehicleSelection/DT_Vehicles).
  2. Click + Add to create a new row.
  3. Fill ST_VehicleSelectionData:
FieldExample
NameRally Truck
DescriptionShort blurb shown on the selection card
ClassYour MyCar_Pawn Blueprint
  1. Save the data table.

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.

  1. Play from Map_MainMenu.
  2. Start a solo match and open vehicle selection (or travel to Map_VehicleSelection).
  3. 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.

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.

This example adds a heavier off-road variant next to the stock Sports and Offroad rows.

  1. Duplicate OffroadCar_Pawn → rename to RallyTruck_Pawn.
  2. Move it to Blueprints/RallyTruck/.
  3. Swap the mesh to your truck skeletal mesh (or keep the off-road mesh while prototyping).
  4. Duplicate OffroadCar_WheelsFront / OffroadCar_WheelsRear if you change wheel radius.

Open DT_Vehicles and add a row named RallyTruck:

FieldValue
NameRally Truck
DescriptionHigh torque, slower top speed — ideal for bumps and challenges.
ClassRallyTruck_Pawn

Your table should now list three rows:

Sports → SportsCar_Pawn
Offroad → OffroadCar_Pawn
RallyTruck → RallyTruck_Pawn

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.

  1. Play from Map_MainMenuPlay SoloChoose Vehicle.
  2. Select Rally Truck and confirm Map_VehicleSelection previews RallyTruck_Pawn.
  3. In Map_Gameplay, verify boost pickup refills still respect BP_Boost → Max Boost (100 by default).