Vehicles

Emergency Vehicles - Premium - Drivable and Interactable

Add drivable emergency vehicles with a full rig, functional interior, sirens, destructible parts, and level designer tools. Chaos Vehicles and OpenXR required.

Emergency Vehicles - Premium - Drivable and InteractableVehicles

Resource overview

Before the first vehicle can roll out, two plugins need to be enabled in your editor: Chaos Vehicles and OpenXR. A restart follows, and then the blueprints are ready to populate a scene. This system is built to speed up that process for level designers, putting drivable and interactable emergency vehicles into a map in minutes rather than hours.

Enabling Chaos Vehicles and OpenXR

The setup path is explicit. Open your project's plugin manager, turn on Chaos Vehicles and OpenXR, then restart the editor. These are not optional extras; the drivable blueprints rely on them. With the plugins active, every vehicle blueprint in the pack has the physics and interaction systems it needs to run as intended.

The Drivable Blueprint and Its Custom Skeleton

Each vehicle comes as a fully rigged, multiplayer-ready drivable blueprint. The skeleton is custom built with individual bones for each wheel and door, plus the steering wheel, gear stick, hood, and boot. That level of bone separation means doors can swing independently, wheels spin and steer on their own axes, and the hood and boot can be opened or animated without breaking the rig.

The interior is functional rather than decorative. An odometer and RPM gauge are part of the cockpit, so when a player is behind the wheel, the dashboard reacts to speed and engine load. Advanced physics behaviors are already wired in: burnouts leave tire decals, and the vehicle responds to driving inputs with a believable weight transfer.

Level Designer–Friendly Placement Tools

For level designers, the system integrates with foliage tools. That means vehicles can be painted into a map like foliage, scattered across roads, parking lots, or crash scenes without placing each one manually. In-editor buttons allow rapid regeneration of vehicles, so a placed fleet can be reset or rebuilt with a single click while working. Character controller switching is handled with drag-and-drop, which makes testing a scene from a driver or pedestrian perspective straightforward.

Performance Structure: Smart Actors, LODs, and Proxy Meshes

Performance is a core part of the system. A “Smart Actor” approach keeps each vehicle near zero cost when it is idle, so a scene can contain many parked or inactive vehicles without dragging the frame rate down. Meshes use instanced and dynamic rendering techniques, and LODs are hand-made rather than auto-generated. For extremely distant vehicles, a single draw-call proxy mesh replaces the full model, allowing large vistas with many vehicles to render efficiently. An included performance demo shows 1500+ vehicles running at 120fps, which suggests how far this scalability can be pushed.

Procedural Parameters and Material Variation

Visually, the pack exposes about 100 procedural parameters. These are designed to let an artist or level designer adjust a vehicle's look without digging into material graphs. Advanced texture variations separate paint control from rust and dirt, so the paint color can be changed while the weathering stays intact. Number plates are customizable, and the high-detail interior, engine, and undercarriage are all modeled, meaning the vehicles hold up in close-up shots as well as in gameplay.

Realistic foliage and moss coverage are also part of the system. Vehicles can be placed with natural overgrowth, which suits abandoned or post-apocalyptic scenes. The showcased “The Last of Us inspired” scene by Michael Gerard demonstrates this look in practice.

Lights, Sound, Particles, and Destructible Components

Emergency vehicle functionality goes beyond driving. The lights and sirens are fully functional, using both emissive materials and physical light sources. A full suite of sound effects covers engine, glass, and doors, so interactions have audio feedback. Integrated particle effects include exhaust and tire smoke, which pair with the burnouts and decals. Destructible components are in place for windows, mirrors, and other breakable parts, and the collisions are hand-made rather than relying on simple primitives, improving both durability and interaction accuracy.

Documentation and Ongoing Support

The pack includes PDF documentation, which covers setup, the exposed parameters, and how the vehicle blueprints are structured. For project-specific questions, a Discord community and a direct support email provide a path to get help or report issues. Because the system is shaped by designer-friendly tools, the documentation focuses on getting vehicles into a level and tuning them from the editor, not on deep C++ knowledge.

From the plugin requirement to the proxy mesh system, the entire workflow is shaped by getting emergency vehicles from an empty level to a populated, interactive scene quickly. The combination of customization, performance optimization, and destructible features makes it a production-ready piece of a larger vehicle toolkit.

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