Gameplay Features

Checkpoint Course Creator

Checkpoint Course Creator sets up grounded and flying racing tracks with Chaos vehicle physics, lap tracking, trophy tiers, and dynamic blueprint markers.

Checkpoint Course CreatorGameplay Features

Resource overview

Constructing Track Flow with Checkpoint Types and Geometry

Track layout begins with placing checkpoint markers that dictate the route across varied terrain or open air. Checkpoint Course Creator supports grounded checkpoints, flying checkpoints, and mixed configurations within the same course layout. Developers can assign uniform checkpoint behaviors across an entire run or define unique settings using per-index checkpoint types. This enables ground-level paths that transition straight into mid-air rings, jumps, or vertical drops without requiring separate logic networks.

The underlying Course Blueprint exposes direct visual adjustments to assist during editor placement. Enabling checkpoint previews allows designers to check marker spacing and orientation along the racing line. The system utilizes point normal rotation to ensure that markers sit flush against irregular ground geometry, banked corners, or angled ramps. When vertical adjustments are required, a dedicated Point Z Offset setting lifts or lowers the collision and visual elements relative to the underlying surface. For rapid environmental placement, a spline spawner streamlines the generation of connected tracks while allowing instant navigation to the latest marker using the move-to-last-checkpoint function.

Marker Meshes and Visual Signaling

Individual checkpoint objects rely on independent mesh assignments specified inside the Checkpoint Blueprint. Grounded marker meshes handle standard street and off-road courses, while distinct flying marker meshes serve aerial waypoints. At the core of each checkpoint lies a point mesh flanked by active particle emitters. Visual presentation remains fully controllable through explicit mesh visibility toggles and procedural tinting.

Visual states adapt dynamically as vehicles progress along the course. Checkpoint Course Creator exposes separate parameters for active color, inactive color, and finish color. These properties can be mapped independently to the point mesh, marker mesh, and checkpoint particles. Approaching an active checkpoint gives drivers an unmistakable cue, while completed checkpoints shift to their designated inactive color state. Audio feedback triggers alongside visual state updates, with dedicated activation sound slots firing the instant a vehicle passes through the target area. Final point behavior properties allow developers to assign distinct event outcomes when a racer triggers the final gate.

Course Blueprint Rules, Laps, and Trophy Time Trials

Race progression relies on the primary Course Blueprint to manage lap counts, time tracking, and event flow. Creators designate a specific course name, define the total number of required laps, and link the system to specific checkpoint and finish camera classes. On the gameplay side, the system features a complete time trial trophy setup. Designers set custom target thresholds for bronze, silver, and gold completion times directly within the blueprint defaults.

During gameplay, the course start display introduces the run, keeps track of ongoing performance metrics, and handles record saving across attempts. A built-in distance indicator keeps drivers informed of their relative position to upcoming course gates. When crossing the finish line, the framework engages a dedicated finish camera sequence. Users can adjust the finish camera duration and swap the assigned finish camera class to capture dynamic victory angles, slow-motion passes, or focused scenic sweeps as the vehicle completes the final lap.

Chaos Vehicle Handling, Camera Perspectives, and Surface Physics

Vehicle functionality inside the system operates on updated Chaos vehicle physics, delivering responsive driving mechanics, suspension travel, and collision responses. The system features pre-configured car tuning presets that allow developers to dial in different handling styles, from tight drift-focused setups to loose off-road configurations. These vehicle presets interact directly with a top speed test track designed specifically to benchmark acceleration curves, braking distance, and handling stability.

Tire interactions incorporate custom tire sounds and dedicated tire smoke particle effects that adapt to varied surface physics. Driving over changing landscape materials triggers distinct friction properties, wheel slippage, visual smoke density, and tire squeal. Vehicles also feature direct customization options to alter aesthetic and mechanical components.

In-cockpit and chase-cam experiences are covered through multiple camera views:

  • Free View for unrestricted orbital perspective around the chassis.
  • Stiff View for a rigid, performance-style chase camera locked to vehicle yaw.
  • Hood View for a low-profile perspective focused closely on the road.
  • Interior View with functional reflective mirrors to simulate cabin-level driving.
  • Focus Camera setups designed to highlight track-specific hazards, dramatic jumps, or scenic vista framing.

Track Testing Environments and First Person Shooter Kit Compatibility

Evaluating track flow is handled through dedicated testing tracks, including a top speed test track and comprehensive visual overhaul comparisons. A full track preview function enables developers to inspect the entire circuit layout from end to end before testing vehicle limits. The system also includes landscape material setups to facilitate immediate ground painting and track dressing.

Beyond dedicated driving experiences, Checkpoint Course Creator offers compatibility with the First Person Shooter Kit. This allows development teams to incorporate vehicle segments, checkpoint-based traversal puzzles, time-attack escape sequences, or vehicle gauntlets directly into larger first-person action projects without having to build standalone racing logic from scratch.

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