Easy Vehicle System
Complete driveable vehicle solution for Unreal Engine 5. Create fully functional vehicles in minutes - no coding required!
v1.0.0
UE 5.3 - 5.6+
100% C++
📦 Installation
💡
Before you start: Make sure you have Unreal Engine 5.3 or newer installed. This plugin does NOT work with UE4.
1
Download & Extract the Plugin
After purchasing, download the EasyVehicleSystem_v1_0_0_UE5_6.zip file.
Extract the ZIP file. You should see a folder called EasyVehicleSystem.
⚠️
Important: Do NOT extract inside the ZIP! Right-click → Extract All, or use 7-Zip/WinRAR.
2
Copy to Your Project's Plugins Folder
Navigate to your Unreal Engine project folder. This is where your .uproject file is located.
If you DON'T have a Plugins folder:
- Create a new folder called
Plugins (capital P!)
Copy the entire EasyVehicleSystem folder into your Plugins folder.
Your folder structure should look like this:
📁 YourProject/
├── 📁 Content/
├── 📁 Config/
├── 📁 Plugins/ ← Create this if it doesn't exist!
│ └── 📁 EasyVehicleSystem/ ← Put the plugin HERE
│ ├── 📁 Source/
│ ├── 📁 Resources/
│ ├── 📄 EasyVehicleSystem.uplugin
│ └── 📄 ...
└── 📄 YourProject.uproject
🚫
WRONG: Don't put it in Engine/Plugins or inside the Content folder!
3
Open Your Project in Unreal Engine
Double-click your .uproject file to open Unreal Engine.
If you see this popup:
"Missing modules - would you like to rebuild?"
Click YES! The plugin needs to compile for your project.
⏱️
First time? Compilation may take 1-5 minutes depending on your PC. Grab a coffee! ☕
4
Enable the Plugin (If Not Already Enabled)
In Unreal Engine:
- Go to Edit → Plugins
- In the search box, type
Easy Vehicle
- Make sure the checkbox is ✅ Enabled
- If you had to enable it, click Restart Now
Plugins window with "Easy Vehicle System" enabled
5
Verify Installation ✅
Let's make sure everything works!
Test 1: In Content Browser, click Settings (gear icon) → Enable "Show Plugin Content". You should now see EasyVehicleSystem Content folder.
Test 2: Create any Actor Blueprint, click Add Component, and search for EVS. You should see:
- EVS Audio Component
- EVS Lighting Component
- EVS Interaction Component
- EVS Door Component
- EVS Fuel Component
- EVS HUD Component
- EVS Wheel Component
🎉
If you see all components, installation is complete! Continue to create your first vehicle.
🚀 Creating Your First Vehicle
Let's create a working vehicle from scratch. This guide assumes you have NO vehicle mesh - we'll use UE5's default vehicle template!
🎯
Goal: In 10 minutes, you'll have a driveable car with engine sounds, lights, horn, and enter/exit functionality.
1
Create a New Blueprint
- In Content Browser, right-click → Blueprint Class
- In the popup, click "All Classes" at the bottom
- Search for
EVSVehicleBase
- Select it and click Select
- Name it
BP_MyFirstVehicle
Pick Parent Class → All Classes → EVSVehicleBase
⚠️
Can't find EVSVehicleBase? The plugin isn't installed correctly. Go back to Installation step.
2
Open the Blueprint
Double-click on BP_MyFirstVehicle to open the Blueprint Editor.
You'll see the component hierarchy on the left:
BP_MyFirstVehicle (Self)
├── Mesh (Skeletal Mesh) ← Your car model goes here
├── VehicleMovement ← Chaos physics (auto-configured)
├── SpringArm ← Camera boom
│ └── Camera ← The camera
├── InteriorCameraPoint ← First-person view position
├── AudioComponent ← All sounds
├── InteractionComponent ← Enter/exit detection
└── LightingComponent ← All lights
Everything is already set up! You just need to add a car mesh.
3
Add a Vehicle Mesh
Option A: Use UE5's Built-in Vehicle (Easiest)
- Enable the Vehicle Template plugin:
- Edit → Plugins → Search "Vehicle" → Enable "Vehicle Template"
- Restart editor
- In your Blueprint, select the Mesh component
- In Details panel, find Skeletal Mesh
- Click the dropdown and search for
SK_SportsCar or Vehicle
- Select the mesh
Option B: Use Your Own Vehicle Mesh
- Import your Skeletal Mesh (FBX) into the project
- Make sure it has a Physics Asset
- Make sure it has wheel bones named consistently (e.g.,
Wheel_FL, Wheel_FR, etc.)
- Select the Mesh component → Set your Skeletal Mesh
💡
No mesh yet? The Unreal Marketplace has free vehicle meshes. Search for "vehicle skeleton" in the Fab marketplace.
4
Configure Wheel Setup
This is the most important step for the car to move properly!
- Select the VehicleMovement component
- In Details panel, find Wheel Setups
- You should see 4 entries (FL, FR, RL, RR)
- For each wheel, set:
- Wheel Class: Leave default or create custom
- Bone Name: The exact name of the wheel bone in your skeleton
Common Wheel Bone Names:
| Position |
Common Names |
| Front Left |
Wheel_FL, WheelFrontLeft, wheel_lf |
| Front Right |
Wheel_FR, WheelFrontRight, wheel_rf |
| Rear Left |
Wheel_RL, WheelRearLeft, wheel_lr |
| Rear Right |
Wheel_RR, WheelRearRight, wheel_rr |
⚠️
Bone names must match EXACTLY! Open your Skeleton asset to see the real bone names. Case matters!
5
Place Vehicle in Level & Test!
- Compile and Save your Blueprint (buttons at top)
- Drag
BP_MyFirstVehicle from Content Browser into your level
- Make sure the vehicle is above the ground (not clipping through)
- Add a Player Start nearby (so you can walk to the car)
- Press Play!
Test your vehicle:
- Walk to the car - you should see "Press [F] to Enter" prompt (or your character enters interaction range)
- Press F to enter the vehicle
- Press E to start the engine
- Press W to accelerate
- Press F again to exit
🎉
Congratulations! You have a working vehicle! Continue reading to add sounds, set up input properly, and customize everything.
🔊 Audio System
The EVSAudioComponent handles all vehicle sounds. It supports engine sounds with RPM-based pitch, horn, doors, indicators, wipers, and even a radio system!
Adding Sounds to Your Vehicle
- Open your vehicle Blueprint
- Select AudioComponent in the Components panel
- In Details panel, find the "EVS Audio" categories
- Assign your sound assets to each slot
Available Sound Slots
| Category |
Sound Slot |
Description |
Type |
| Engine | Engine Start Sound | Played when starting engine | One-shot |
| Engine Stop Sound | Played when stopping engine | One-shot |
| Engine Loop Sound | Continuous engine sound (pitch changes with RPM) | Looping |
| Horn | Horn Sound | Played while holding horn button | Looping |
| Doors | Door Open Sound | When entering/exiting | One-shot |
| Door Close Sound | After entering/exiting | One-shot |
| Lights | Light Switch Sound | Click when toggling lights | One-shot |
| Indicator Tick Sound | Blinker tick sound | One-shot (repeats) |
| Wipers | Wipers Loop Sound | While wipers active | Looping |
| Radio | Radio Stations (Array) | Music tracks | Looping |
| Radio Static Sound | When changing stations | One-shot |
| Radio Toggle Sound | On/off click | One-shot |
| Misc | Handbrake Sound | Handbrake engage sound | One-shot |
| Seatbelt Sound | Buckle click | One-shot |
Engine Sound Settings
The engine loop sound's pitch changes based on RPM. Configure these in AudioComponent:
| Setting |
Default |
Description |
| Engine Min Pitch | 0.8 | Pitch at idle (0 RPM) |
| Engine Max Pitch | 2.0 | Pitch at max RPM |
| Indicator Tick Interval | 0.5 | Seconds between blinker ticks |
| Radio Volume | 0.7 | Radio music volume (0-1) |
💡
Pro Tip: For realistic engine sounds, use a Sound Cue with multiple layers (idle, low RPM, high RPM) and crossfade between them. The EVS system will still control the pitch!
Radio System
Add music tracks to the Radio Stations array. Players can cycle through them with Next/Previous station keys.
- Select AudioComponent
- Find Radio Stations array
- Click + to add entries
- Assign Sound Wave or Sound Cue assets
💡 Lighting System
The EVSLightingComponent creates dynamic lights for your vehicle: headlights, tail lights, brake lights, reverse lights, and indicators.
How It Works
Lights are created automatically at runtime based on position offsets you configure. No need to manually add light components!
Configuring Light Positions
- Open your vehicle Blueprint
- Select LightingComponent
- In Details, find "EVS Lighting | Positions"
- Adjust the offset vectors to match your car mesh
Position Offsets
| Light |
Default Offset (X, Y, Z) |
Tips |
| Left Headlight | (220, -70, 50) | X = Forward, Y = Left |
| Right Headlight | (220, 70, 50) | X = Forward, Y = Right |
| Left Tail Light | (-220, -70, 60) | Negative X = Rear |
| Right Tail Light | (-220, 70, 60) | |
| Left Indicator Front | (230, -80, 45) | Usually outer edge |
| Right Indicator Front | (230, 80, 45) | |
| Left Indicator Rear | (-230, -80, 55) | |
| Right Indicator Rear | (-230, 80, 55) | |
Light Settings
| Setting |
Default |
Description |
| Headlight Color | Warm White | Color of headlights |
| Headlight Intensity | 20000 | Brightness (candelas) |
| Headlight Range | 2000 | Attenuation radius |
| Tail Light Color | Red | |
| Tail Light Intensity | 500 | Normal brightness |
| Brake Light Intensity | 3000 | When braking |
| Indicator Color | Orange | |
| Indicator Blink Rate | 0.5 | Seconds per blink |
💡
Debugging lights: In Play mode, toggle Show → Lights in the viewport to see light radii. Adjust positions until they align with your mesh.
🚪 Enter/Exit System
The EVSInteractionComponent handles proximity detection and smooth enter/exit transitions.
How It Works
- Player walks near the vehicle (within Interaction Radius)
- Component detects the player and fires
OnCharacterEnteredRange
- Player presses the Exit/Enter key (default: F)
- Vehicle's
EnterVehicle() function is called
- Player character is hidden and Player Controller possesses the vehicle
Settings
| Setting |
Default |
Description |
| Interaction Radius | 200 | How close player must be (cm) |
| Driver Door Offset | (0, -120, 0) | Where the "entry point" is |
| Exit Offset | (0, -180, 50) | Where player appears on exit |
| Show Interaction Prompt | true | Enable/disable UI prompt |
| Interaction Prompt Text | "Press [F] to Enter" | Text to show |
Safety Settings (on Vehicle Base)
| Setting |
Default |
Description |
| Allow Exit While Moving | false | Can player exit at speed? |
| Safe Exit Speed (km/h) | 5 | Max speed for safe exit |
⚠️
Player not entering? Make sure your player character has collision and the interaction radius is large enough. Try increasing it to 300-400 for testing.
⛽ Fuel System (Optional)
The EVSFuelComponent adds realistic fuel consumption. It's optional - if you don't want fuel mechanics, just disable it!
Enable/Disable Fuel System
- Open your vehicle Blueprint
- Click Add Component → EVS Fuel Component
- Or if already present, set Fuel System Enabled = false to disable
Fuel Settings
| Setting |
Default |
Description |
| Fuel System Enabled | true | Master on/off |
| Max Fuel | 60 L | Tank capacity |
| Starting Fuel | 60 L | Fuel at spawn |
| Idle Consumption | 1 L/hour | Fuel use when idling |
| Max Consumption | 15 L/hour | Fuel use at full throttle |
| Low Fuel Threshold | 15% | When to trigger warning |
| Stop Engine When Empty | true | Auto-stop on empty tank |
Blueprint Events
OnLowFuel - Fires when fuel drops below threshold
OnFuelEmpty - Fires when tank is empty
OnRefueled(float NewAmount) - Fires after adding fuel
Refueling
FuelComponent->AddFuel(30.0f);
FuelComponent->FillTank();
FuelComponent->SetFuel(50.0f);
⌨️ Default Controls
These are the recommended key bindings. You set these up in your Input Mapping Context.
Driving
| Action | Keyboard | Gamepad |
| Accelerate | W | Right Trigger |
| Brake / Reverse | S | Left Trigger |
| Steer Left | A | Left Stick |
| Steer Right | D | Left Stick |
| Handbrake | Space | A Button |
Vehicle Controls
| Action | Keyboard | Gamepad |
| Start/Stop Engine | E | Y Button |
| Horn | H | D-Pad Up |
| Toggle Headlights | L | D-Pad Down |
| Left Indicator | Q | D-Pad Left |
| Right Indicator | R | D-Pad Right |
| Toggle Wipers | V | - |
Camera & Interaction
| Action | Keyboard | Gamepad |
| Switch Camera | C | Right Stick Click |
| Look Around | Mouse | Right Stick |
| Enter/Exit Vehicle | F | B Button |
Radio
| Action | Keyboard | Gamepad |
| Toggle Radio | M | - |
| Next Station | . | RB |
| Previous Station | , | LB |
🔧 Troubleshooting
❌ Vehicle doesn't move at all
Check these in order:
- Is the engine ON? Press E to start it
- Is the handbrake OFF? Press Space to toggle
- Are Input Actions assigned in the Blueprint?
- Is the Input Mapping Context assigned?
- Are wheel bone names correct? (Check Skeleton)
- Does the mesh have a Physics Asset assigned?
❌ Vehicle flips or behaves strangely
Physics issues:
- Check that wheel bone names match EXACTLY (case-sensitive!)
- Make sure Physics Asset is properly configured
- Check that the center of mass is correct (should be low and centered)
- Try increasing wheel mass or adjusting suspension
❌ Can't enter the vehicle
- Make sure InteractionComponent is present
- Increase Interaction Radius (try 400)
- Check that your player character has collision enabled
- Make sure
IA_Vehicle_Exit is set up and bound to F
❌ No sounds playing
- Did you assign sound assets to AudioComponent?
- Are the sounds imported correctly? (WAV recommended)
- Is the game volume up?
- Check that AudioComponent is not disabled
❌ Lights not visible
- Are headlights turned ON? Press L
- Check light position offsets - they might be inside the mesh
- Increase Headlight Intensity (try 30000+)
- Make sure it's dark enough in your level to see them
❌ Compilation errors
- Make sure you're using UE 5.3 or newer
- Delete
Binaries, Intermediate, and Saved folders
- Right-click .uproject → Generate Visual Studio files
- Rebuild the project
❌ Plugin not showing up
- Check folder structure:
Plugins/EasyVehicleSystem/EasyVehicleSystem.uplugin
- Make sure it's not
Plugins/EasyVehicleSystem/EasyVehicleSystem/... (double folder)
- Restart the editor
- Check Edit → Plugins → Search for "Easy Vehicle"
❓ FAQ
Can I use this for multiplayer?
The current version is designed for single-player. Multiplayer replication is planned for v1.2. For now, you would need to add replication logic yourself.
Does it work with AI?
The plugin is designed for player-controlled vehicles. AI vehicle controller is planned for a future update. You can create your own AI controller that calls the movement functions.
Can I use my own vehicle mesh?
Yes! Any Skeletal Mesh with proper wheel bones will work. Make sure you have:
- Physics Asset
- Wheel bones (4 minimum)
- Proper bone hierarchy
Can I have multiple vehicles in one level?
Yes! Each vehicle is independent. The player can exit one and enter another.
How do I make a faster car?
In your Blueprint, change:
Max Speed (km/h) - e.g., 280 for a sports car
- VehicleMovement → Engine Setup → Max RPM
- VehicleMovement → Transmission → Gear Ratios
How do I disable fuel consumption?
Either:
- Don't add EVSFuelComponent, or
- Set
Fuel System Enabled = false
Can I modify the source code?
Yes! Full C++ source is included. You can modify anything for your project. However, you cannot redistribute modified versions.
💬 Support
📧
Marketplace Q&A
Fastest response! Ask questions directly on the Marketplace product page.
📝
Email
support@adrenalinegames.pl
💡
When reporting issues, please include:
- Unreal Engine version
- Steps to reproduce the issue
- Error messages (screenshot if possible)
- What you've already tried