
Learn to build drivable vehicles from scratch in Unreal Engine, progress to advanced racing mechanics and collision avoidance, and develop patrolling and chasing mechanics with a police car.
Choose your Unreal version and follow along with compatible setups, starter files, and optional assets for Unreal 5.0.3 or other versions, with a provided vehicle and sounds.
Set up a road blueprint using a spline road, enable collision on the spline mesh, and place and adjust points to build a level with buildings and trees.
Design a level by adding procedural buildings and trees, using spline road blueprints, barriers, and tunnels, while fine-tuning foliage, collision, and testing to support drivable vehicle mechanics.
Import vehicles from Marketplace into your Unreal Engine project by adding a variety vehicle pack, then enable the Chaos Vehicle plugin and restart the engine to enable drivable racing assets.
Declutter unused blueprints and maps, then set up the car from scratch, organize skeletons and physics assets, create a new folder for the player car, and import all course assets.
Set up physics assets for vehicles by adding box and sphere collisions, adjusting their size and position to fit the car and wheels, and enabling kinematics and hit events simulation.
Create a Chaos wheeled vehicle blueprint for a two player car, configuring front and rear wheels, key torque curve, and a custom animation blueprint, then enable physics and camera setup.
Increase max rpm to about 5400 and set steering to 50 degrees at low speed, then map axis and action inputs for throttle, brake, steering, and handbrake.
Add float speed variable and update it each frame by converting mph to km/h with a 1.67 multiplier. Visualize car's center of mass with debug sphere and adjust center-of-mass override.
Create a simple widget component to display the car’s speed, using a user widget with a canvas panel and speed text, updated every frame via the level blueprint.
Remove the center of mass visualization by alt-left clicking the pins, then create a vehicle game mode in blueprints and set the default pawn to none.
Implement a dynamic car engine sound system that reacts to speed and rpm by blending engine sounds with rpm-based modulators and crossfade, updated each frame via the car’s forward speed.
Implement skidding and slipping sounds for chaos wheeled vehicle movement component using wheel state checks, skid and slip magnitudes, and audio components. Use map ranges to control volume and pitch.
Configure a car hit sound that activates on heat events by adding an audio component, enabling heat event simulation, and using a do-once guard with a 0.2s reset.
Create a new Lamborghini sports car blueprint from the base vehicle, adjust chaos parameters, mass, torque, wheel radii, and enable ABS and traction control for improved handling.
Create and apply a physics material to define friction on road and ground, improving car control by assigning the road material to the static mesh and adjusting friction.
Experiment with chaos parameters to tune torque curves, max rpm, drag coefficient, downforce coefficient, and suspension for faster acceleration with better control.
Set up an action camera with a spring arm and camera component, switch to it with a key, keep main camera active, and drive the vehicle using a wheel controller.
Enable motion blur on the main camera and dynamically adjust the field of view with speed using a map range clamped node, from 50–300 km/h to 90–130 degrees.
Learn to automatically switch the action camera by predicting the car's jump using Unreal's projectile path, velocity, and collision tracing, with begin play logic and cinematic time dilation.
Set up a racing car blueprint, configure 3D sound attenuation from 4 to 35 meters, and enable auto process with world or spawned placement to drive the vehicle.
Create a road spline with a blueprint actor and a spline component, adjust color and scale for visualization, place it in the level, and loop it so the car can follow the path.
Expose a public actor reference to the spline track, cast to the race spline bp, validate it, and wire the follow logic under a sequence for the racing car.
Follow a spline by using the tangent at the closest point to set the next target. Compute look-at rotation to the target and map steering with throttle for spline motion.
Develop throttle control using steering and current speed to slow at corners, enabling driving on any spline with a drive on spline function, offset distance, and world-space location.
Explore advanced steering control by dynamically offsetting steering with speed using an exponential approach, leveraging get actor location, find look at rotation, and delta rotator to pre-turn for corners.
drive a racing car by adjusting throttle based on road curvature: full throttle on straight roads and reduced throttle on corners, using a throttle multiplier and 12- and 60-degree thresholds.
Create a throttle controller function that adjusts throttle based on steer input and cornering speed, using cases, absolute checks, and spline distance to keep the car on the road.
Create a sports racing car blueprint from a base car, copy drive parameters from a reference, and tune cornering speed, mass, center of mass, drag, steering, and chaos movement component.
Implement auto reset and reversing for a racing car by detecting being stuck, then teleport the car to the road center after six failures, with throttle and brake resets.
Enable auto reset by counting only forward speed, measuring distance from the initial location over a 10-meter threshold with a retractable delay sequence and a do once boolean complete check.
Develop collision avoidance using line trace and a scene component, update steering and braking inputs, visualize with debug lines, and adjust teleport logic to align with location and spline orientation.
Configure Unreal's navmesh bound volume for a police car to roam and chase the player, scaling for vehicle navigation and regenerating navigation after adjusting the default navigation agent and radius.
Create a police car blueprint and a custom street navigation system that makes the car prefer streets by lowering the nav path cost to 0.1 on the spline road.
Create custom collision presets and object channels for police car and trees, enable collision on foliage, and test that the police car can pass through trees without blocking.
Convert the navigation path to a spline by mapping path points to spline points. Add a spline component, then drive along the resulting driven spline with a suitable tick interval.
Learn to implement patrolling for a police vehicle in Unreal Engine by using random reachable points, origin rotation, and distance checks to drive and respawn along splines.
Adjust the vehicle’s center of mass, mass, and cornering speed, then build basic chasing logic using roam-around and player car references with path start and end.
Improve vehicle mechanics by switching between classical turning below 50 per hour and advanced turning above it via a branch node, enabling the police car to follow the road.
Add a back camera to the player car with a spring arm, switch to it via a key press, and ensure no conflict with the action camera.
Create a police car in Unreal by inheriting from the base, adjust center of mass and assets, and set up an animation blueprint to chase while ignoring the player car.
Enable a pond sensing component so the police car senses and chases the player, using a 50 m sight radius, 0.5 s updates, and a target location for chase.
Learn how police cars communicate using a custom player controller to share visibility and traced location, enabling team chasing and coordinated pursuit when players are detected.
Engage with this Unreal vehicle course and learn to implement the logic to build a complete game with drivable racing and chasing mechanics, police cars spawning, roadblocks, and spike traps.
This is a course of advanced vehicle mechanics using Unreal Engine and Blueprint. The course begins with drivable vehicle mechanics. And we will also implement engine sound system and action camera mechanics in this section.
In the next section we will implement racing functionality. We will make a AI racing car which will be potent enough to beat the player car. In this section we will also make use of line trace and build collision avoidance system. In this section our focus will be to make a racing car which will maximize the speed taking care of safety.
Next we will use unreal's navigation system and will implement some Chasing Mechanics. Where we will develop a police car which will chase the player. Also when the player car is out of their sight they will roam around at some random location in search of the player car.
This course requires some experience with Unreal Engine. If you have previously created any project using unreal then you are good to follow along with this course.
This course can boost your ability to program with blueprint. You will learn a lots of techniques here. Starting from Input key mapping up to advanced racing and chasing mechanics. There is no such course available on the internet with this topic till now. And I am really glad to share these knowledges with you.