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Drivable News Van (Replicated Blueprint)

A replicated ready-to-drive news van for Unreal Engine, with roof and plain variants, opening doors, full lights, damage morphs, and adjustable color and dirt.

Drivable News Van (Replicated Blueprint)Service

Resource overview

When a Project Needs a Van That Actually Drives

Open-World maps and Multiplayer prototypes often need vehicles that do more than sit in a scene. A van that can be handed to a player, driven immediately, and stay in sync over a network saves a significant amount of setup time. The Drivable News Van (Replicated Blueprint) is built for that situation. It is a replicated, ready-to-drive news van for Unreal Engine, based on Unreal Engine's default Vehicle System.

The asset is aimed at developers who need a usable game-ready van quickly. The listed use cases cover Open-World games, Multiplayer prototypes, police/news scenes, roleplay projects, city environments, traffic setups, and vehicle gameplay experiments. In each of those, the van is expected to participate in the world rather than act as a Static Prop.

Because it uses Unreal Engine's default Vehicle System, the physics and input handling are already familiar. That also means the van can be dropped into a project without introducing a custom vehicle framework.

News Van with and Without the Roof Attachment

The package includes 2 visual paths. 1 is the full news van with the roof attachment in place. The other 1 is a plain van variant without the roof attachment. A separate roof attachment Skeletal Mesh is included, so the roof can be treated as its own asset instead of being permanently merged into the body.

That separation makes the vehicle useful beyond news scenarios. Removing the roof attachment turns it into a generic van, which fits police scenes, roleplay servers, city traffic, or any project that needs an ordinary service vehicle. The same base vehicle can go on air as a broadcast van or show up as a plain work van. The separate roof attachment also gives the setup a modular structure.

All Skeletal Meshes are fully rigged, with correct bone naming and bone scales. Custom Collision is set up for the Skeletal Meshes, so interactions and damage can be handled at the Mesh level.

A Look at the Drivable Blueprint Setup

At the center of the asset is a drivable vehicle Blueprint with Replication. This goes beyond a Static Mesh with a simple movement script. The Blueprint includes opening doors and an interior, which are important when players need to enter and exit the van in 1st-Person or 3rd-Person views.

The vehicle also carries a complete light setup: front lights, rear lights, brake lights, reverse lights, and blinkers. These are necessary for a vehicle that drives through city environments or traffic setups, where braking, reversing, and turning are part of normal gameplay.

Because the Blueprint is based on Unreal Engine's default Vehicle System, it inherits the standard wheel and suspension logic. The Replication layer is added on top, allowing the van to be used in Multiplayer prototypes where vehicle state has to stay consistent across Clients. The asset is also available as part of the Replicated Drivable Vehicles Pack, so it can live alongside other networked vehicles in a shared project.

Damage Morphs, Dirt, and Material Parameters

The van is not limited to a clean factory look. Damage Morph Targets are included, so the body can show visible wear as a result of collisions. When paired with the Custom Collision setup, these Morph Targets let the vehicle react to damage without requiring a full Mesh swap.

Material parameters cover 2 useful adjustments: vehicle color and dirt amount on the body. Both are exposed as parameters, making it straightforward to adapt the van to different projects and environments. A news van in a rainy city can be dirtied up for the scene, while the same asset in a polished roleplay environment can be kept clean. The color parameter also allows the van to be matched to a faction, company, or server identity.

The asset is tagged for Lumen, Physically Based Rendering (PBR), and Dynamic Materials, which keeps it in line with modern Unreal Engine rendering workflows. The material controls expose the color and dirt values directly rather than requiring a Texture rebuild.

Where the Asset Fits in a Development Workflow

The van works for teams that need a usable vehicle quickly. The use cases listed for the asset point to practical situations: an Open-World Map needs a drivable support vehicle, a Multiplayer prototype needs a networked car for testing, a police/news roleplay server needs a credible van, and a city traffic setup needs something that can merge with other vehicles on the road.

The plain van variant extends the range of roles. A police scene may need a generic transport van. A roleplay server may need a service vehicle with the roof removed. The Material parameters handle the visual identity, while the Replicated Blueprint handles the driving behavior.

Because the asset is part of the Replicated Drivable Vehicles Pack, it can also fit into a larger collection of networked vehicles. The 1 single van is enough for a focused project, but the rigging and Replication setup leave room for it to be used with other vehicles in the same pack.

A Practical Fit for Game-Ready Vehicle Needs

The Drivable News Van (Replicated Blueprint) is built for developers who want a functional van without assembling one from scratch. It combines a fully rigged Skeletal Mesh, a drivable Blueprint, Replication, and practical visual controls such as color, dirt, and damage Morph Targets. For Open-World games, Multiplayer prototypes, police/news scenes, roleplay projects, city environments, traffic setups, or vehicle gameplay experiments, it provides a vehicle that can be placed into a project and driven.

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