Procedural Vehicles - Sedan
Generate infinite interactable sedan variations with flexible, procedurally generated blueprint actors!
Technical Details
Texture Variations
Clean, aged, mossy, and burnt material variations. These variations all come with unique albedo masks allowing for complete control over the vehicle's paint color, without affecting areas of the vehicle that are unpainted/rusted/dirty.
Number Plates
Intentionally left blank. You can modify the texture, or attach your own model to suit your game's world!
Technical Features:
- BP_Interactable (Main blueprint for interactable vehicle placement)
- BP_Drivable
- BP_FirstPersonCharacter (Basic FPS character that has been modified to send interaction events to the vehicle)
- 8 Demo Maps
Number of Unique Meshes: 42 static mesh foliage components, 37 static mesh vehicle components, 1 skeletal mesh
Skeleton/Rigged: Custom skeleton
Collision: Yes, Custom/Automatically Generated
Vertex Count:
Per Vehicle Average: 50,000-60,000 triangles LOD0 to 489 Single Drawcall Proxy Mesh
Cinematic Moss: 469,000 to 5,000. With instancing and aggressive culling these can be used in-game, but they should be reserved for Hero Objects, Cinematics, or used with caution. All other assets/components are lightweight, this is included as a bonus for those who would like it.