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Unreal Engine 5.8: Build a Complete Racing Game
New
16 students

Unreal Engine 5.8: Build a Complete Racing Game

Build a complete racing game with Chaos Vehicles and Blueprints, including AI, laps, HUD, audio and drift effects.
Created byTamil Selvam
Last updated 9/2026
English

What you'll learn

  • Build a complete playable racing game in Unreal Engine 5.8.
  • Set up and configure a race car using Unreal Engine Chaos Vehicles.
  • Prepare vehicle meshes, wheels, materials, orientation, and physics correctly.
  • Create throttle, braking, steering, reverse, and camera controls.
  • Tune vehicle handling, grip, suspension, and driving behaviour.
  • Build a checkpoint and multi-lap racing system using Blueprints.
  • Track racer progress and validate checkpoints in the correct sequence.
  • Create race countdown, start, finish, position, and timing systems.
  • Build an AI-controlled race car that follows a race spline.
  • Control AI steering, look-ahead distance, speed, and cornering behaviour.
  • Create professional racing HUD elements including speed and race information.
  • Add engine audio and connect RPM to dynamic vehicle sound.
  • Create tire skid marks, smoke, and surface-based driving effects.
  • Organize race logic using reusable Blueprint components and a Race Manager.
  • Debug and test Chaos Vehicle systems using Unreal Engine tools.

Course content

12 sections • 51 lectures • 8h 1m total length
  • Setting Up the Project and Importing the Race Car6:00

    In this first lesson, we set up the Unreal Engine 5.8 racing game project and prepare the foundation for the rest of the course.

    You’ll create the project, organize the content structure, bring in the race car asset, and perform the first important checks before moving into vehicle preparation and Chaos Vehicle setup.

    In this lesson, you will:

    • Create a new Unreal Engine 5.8 project

    • Set up a clean folder structure for the racing game

    • Organize meshes, materials, textures, maps, and Blueprints

    • Download and prepare the race car asset

    • Import the vehicle as a static mesh

    • Check the imported model inside Unreal Engine

    • Review the vehicle materials and textures

    • Verify the model scale and overall proportions

    • Identify issues that need to be corrected before rigging

    • Prepare the project for the next stage of vehicle development

    By the end of this lesson, you’ll have a clean project structure and the race car successfully imported into Unreal Engine, ready for proper vehicle preparation.


  • Preparing the Race Car for Unreal Engine 5.84:38

    In this lesson, you will:

    • Check the vehicle’s Location, Rotation, and Scale

    • Freeze and correct transforms where necessary

    • Verify the correct forward direction and axis orientation

    • Make sure the car is facing the proper direction for Unreal Engine

    • Inspect the vehicle materials after import

    • Fix the glass/translucency material for Unreal Engine 5.8

    • Review material instances and important material settings

    • Check the exact wheel center positions

    • Prepare the wheels for the upcoming skeletal setup

  • Setting Wheel Centers and Verifying Vehicle Dimensions10:32

    In this lesson, we accurately locate the center of each wheel and verify the race car’s dimensions before moving into the skeletal vehicle and Chaos Vehicle setup.

    Correct wheel positions are essential for vehicle physics. Even a small error in the wheel center can cause problems later with wheel bones, suspension, collision, steering, and tire contact with the ground.

    You will also measure the vehicle and compare its Unreal Engine dimensions with real-world reference values to make sure the car is working at an appropriate scale.

    In this lesson, you will:

    • Find the exact center of the front and rear wheels

    • Use temporary sphere references to accurately mark wheel positions

    • Duplicate and mirror wheel-center references across the vehicle

    • Record the wheel locations for later bone placement

    • Understand why accurate wheel centers are important for Chaos Vehicles

    • Measure the wheel radius and diameter

    • Check the vehicle’s length, width, and height

    • Compare the imported model dimensions with real-world vehicle measurements

    • Calculate scale differences when necessary

    • Confirm that the vehicle is correctly prepared before creating the skeletal setup

    By the end of this lesson, you’ll have accurate wheel-center coordinates, wheel measurements, and vehicle dimensions ready for the next stage of the project.

    Next: We’ll use these measurements to begin creating the skeletal vehicle and wheel-bone hierarchy for the Chaos Vehicle system.

  • Creating the Vehicle Skeleton and Wheel Bones4:35

    In this lesson, we create the skeletal structure required for the race car and prepare it for the Chaos Vehicle system in Unreal Engine 5.8.

    You’ll build the root hierarchy, add individual wheel bones, place them accurately at each wheel center, and convert the prepared vehicle into a Skeletal Mesh. Getting this setup right is essential for correct steering, suspension movement, wheel rotation, and vehicle physics later in the course.

    In this lesson, you will:

    • Enable the required Skeletal Mesh Editing Tools

    • Create the vehicle’s main Root Bone

    • Build a clean vehicle bone hierarchy

    • Create bones for all four wheels

    • Position wheel bones using the measurements from the previous lesson

    • Name the wheel bones clearly and consistently

    • Verify that each wheel bone sits at the correct wheel center

    • Check the hierarchy inside the Skeleton Tree

    • Convert the Static Mesh into a Skeletal Mesh

    • Prepare the car for the next stage of Chaos Vehicle setup

    By the end of this lesson, your race car will have a correctly structured skeleton with properly positioned wheel bones, ready for skin weighting and vehicle physics.

    Next: We’ll continue preparing the Skeletal Mesh so it can work correctly with the Chaos Vehicle system.

  • Assigning Skin Weights to the Vehicle6:36

    In this lesson, we assign skin weights to the race car so the chassis and wheels move correctly with the skeleton created in the previous lesson.

    Because a vehicle is made from rigid mechanical parts, the goal is not smooth deformation like a character. Instead, each part needs to be controlled by the correct bone. We’ll bind the main body to the vehicle skeleton and assign each wheel to its corresponding wheel bone.

    In this lesson, you will:

    • Open the Skeletal Mesh in the mesh editing tools

    • Work with Unreal Engine’s Skin Weight workflow

    • Understand bone influence on vehicle geometry

    • Assign the main chassis to the correct bone

    • Keep rigid vehicle parts from deforming

    • Select each wheel separately

    • Assign each wheel to its corresponding wheel bone

    • Remove unwanted bone influences

    • Test wheel movement and rotation

    • Verify the completed skeletal mesh

    • Prepare the vehicle for the Chaos Vehicle setup

    By the end of this lesson, the chassis and all four wheels will be correctly weighted to the skeleton and ready for the next stage of vehicle physics setup.

    Next: We’ll begin configuring the vehicle assets required for the Chaos Vehicle system.

  • Creating the Vehicle Physics Asset for Chaos Vehicles2:36

    In this lesson, we create and configure the Physics Asset for the race car in Unreal Engine 5.8.

    A clean Physics Asset is important because it defines how the vehicle interacts with the Chaos physics system. We’ll remove unnecessary auto-generated collision bodies, create a simple collision shape for the main chassis, and add individual physics bodies for the wheels.

    In this lesson, you will:

    • Create a Physics Asset from the vehicle Skeletal Mesh

    • Inspect the automatically generated collision bodies

    • Remove unnecessary collision shapes

    • Create a clean collision body for the main chassis

    • Adjust the chassis collision size and position

    • Create sphere collision bodies for the wheel bones

    • Configure all four wheel physics bodies

    • Verify that collision bodies align correctly with the vehicle

    • Test the Physics Asset using simulation

    • Prepare the vehicle for the upcoming Chaos Vehicle setup

    By the end of this lesson, the race car will have a clean and properly configured Physics Asset ready for Chaos Vehicle physics.

    Next: We’ll begin setting up the components required to turn the prepared vehicle into a playable Chaos Vehicle.

Requirements

  • A Windows PC capable of running Unreal Engine 5.
  • Unreal Engine 5.8 installed.
  • Basic computer knowledge.
  • No previous racing-game development experience required.
  • Basic familiarity with the Unreal Engine interface is helpful but not essential.
  • A mouse with a scroll wheel is recommended for working efficiently in the Unreal Editor.
  • No C++ knowledge is required. The gameplay systems are created primarily using Unreal Engine Blueprints.

Description

WHAT STUDENTS WILL LEARN

• Prepare and correctly orient a vehicle asset for Unreal Engine 5.8.

• Convert a vehicle into a skeletal mesh and create the required wheel bones.

• Configure Chaos Vehicles for realistic acceleration, braking, steering and reverse movement.

• Understand wheel setup, Ackermann steering geometry and vehicle handling.

• Create keyboard controls and a responsive third-person vehicle camera.

• Build a modular checkpoint, lap-counting and race-management system.

• Prevent skipped checkpoints, incorrect lap counting and duplicate finish-line overlaps.

• Create a race countdown, timer, finish detection, race position and restart system.

• Build an AI racing car that follows a spline and adjusts its speed for corners.

• Design a professional race HUD with speed, lap, position and race-status information.

• Add engine audio that responds dynamically to vehicle RPM.

• Create brake lights, tire smoke, burnout effects and tire skid marks.

• Test, debug and tune the complete racing game using practical Blueprint techniques.

COURSE REQUIREMENTS

• A Windows computer capable of running Unreal Engine 5.

• Unreal Engine 5.8 installed through the Epic Games Launcher.

• Basic familiarity with the Unreal Engine interface is helpful, but advanced experience is not required.

• No C++ programming experience is required. The gameplay systems are created using Blueprints.

• A keyboard and mouse for following the practical exercises.

• A willingness to test settings and understand how each system affects the vehicle.

COURSE DESCRIPTION

Do you want to transform a vehicle asset into a complete, playable racing game in Unreal Engine?

In this practical course, you will build a complete racing-game system from the ground up using Unreal Engine 5.8, Chaos Vehicles and Blueprints.

We will begin by preparing the vehicle correctly. You will learn how to examine its scale, forward direction, normals, origin and wheel positions before creating the skeletal structure required by the Chaos Vehicle system.

After the vehicle is prepared, we will configure its physics and build the core driving controls. You will create acceleration, braking, reverse movement, steering and a responsive third-person camera. You will also explore wheel configuration, vehicle handling and Ackermann steering geometry.

Once the vehicle is working, we will build the complete race structure.

You will create checkpoints, enforce the correct checkpoint order, count completed laps and prevent invalid shortcuts. We will also develop a dedicated Race Manager to control the countdown, race timer, finish detection, position tracking and restart functionality.

The course also covers the creation of an AI racing opponent. The AI car will follow a race spline, calculate a look-ahead target and adjust its desired speed according to the direction of the track.

To complete the game, you will design a professional race HUD displaying speed, lap, position and race information. You will also add dynamic engine audio, brake lights, tire smoke, burnout effects and skid marks.

Throughout the course, every major system is built and tested step by step. You will not simply copy Blueprint nodes. You will understand why each system is required, how the Blueprints communicate and how changing individual settings affects the final result.

The course contains more than 50 practical lessons organized into 12 progressive sections.

By the end of the course, you will have a complete racing-game project and a reusable foundation that you can expand with additional vehicles, tracks, opponents and gameplay features.

Your instructor, Tamil Selvam, is an Unreal Authorized Instructor and the Director of Yellow Tree Academy, an Unreal Authorized Training Center. He has more than 20 years of teaching experience and over 15 years of experience working with Unreal Engine.

WHO THIS COURSE IS FOR

• Beginners who want to create their first complete racing game in Unreal Engine.

• Unreal Engine users who want to understand Chaos Vehicles and vehicle physics.

• Blueprint developers interested in checkpoints, laps, AI and race-management systems.

• 3D artists who want to turn their vehicle models into playable game vehicles.

• Game-development students, instructors and independent developers.

• Anyone who prefers practical, concept-first learning instead of copying unexplained Blueprint nodes.

Who this course is for:

  • Beginners who want to build their first complete racing game in Unreal Engine.
  • Unreal Engine learners who understand the interface but want to complete a real game project.
  • Game-development students interested in vehicle gameplay.
  • Blueprint developers who want to learn checkpoints, laps, race managers, HUD systems, and AI racing.
  • 3D artists who want to turn a vehicle asset into a playable racing car.
  • Indie developers planning to prototype arcade or simulation-style racing games.
  • Instructors and students looking for a structured racing-game project.