Renovate: Vehicle Framework

Renovate: Vehicle Framework is a complete solution for creating AAA quality and production ready vehicles with ease, accompanied by our 100% compatible Car Fleet and our Character Framework (still under development), available separately.

Natively compatible with characters based on Advanced Locomotion System and easily integrable with those based on Ascent Combat Framework.

ALS Integration tutorial here.

TRAILER

DEMO

DOCUMENTATION

Uses Epic’s industry standard plugins: | ChaosVehiclePlugin | PhysXVehicles |

FAQs

  • Why is different?

Tired by dealing with trudging blueprint systems that come with no “game feel” or refined mechanics? Always have to spend more time than you estimated to learn how the whole thing works and basically fix it?

Then Renovate products are what you’re looking for, crafted by Game Art industry professionals and teachers from SAE Institute, AIV – Accademia Italiana Videogiochi and Event Horizon School.

Renovate: Vehicle Framework is gonna be part of a bigger ecosystem that provides fully compatible assets; from dozens of high-end vehicles to complete environments and characters. Our goal is to overcome the obstacle of combining multiple products with lack of consistency, both in art style and technologies used.

Otherwise, what exactly are you paying for?

  • Do I need to know blueprints or coding to work with this framework?

Absolutely not.

Renovate: Vehicle Framework is designed to work both as an intractable vehicle placed in the scene or as a vehicle character; so you can start right away with our base vehicle template, no matter what your goal is. You just have to choose which car to buy from our store or, if you will, build your own one based on our base vehicle template.

All the functionalities are inherited and settable as variables through the Blueprint Editor or on the detail panel of each instance.

  • Is this framework compatible with third party UE Marketplace vehicles?

It is compatible with other vehicles that present the same new Epic’s UE5 Vehicle rigging nomenclature. Therefore, vehicles designed to work with UE4 or custom rigging nomenclature have to get their bones renamed, and then you can assign our REN_BaseVehicle_Skeleton to it while importing into your project.

  • Can this framework support additional bones?

Yes, as long as they’re a child of a pre-existing bone.

Technical Details

Features

  • Advanced Rigging
  • Realistic Physics
  • Character Interactions
  • True First Person
  • Brokable Constraints with thresholded auto-opening
  • Color Palette System (up to 11 masking layers per grayscale texture channel)
  • Smart Camera Follow
  • Automatic Downshifting if engine stalls
  • Fuel, Turbo and Damage behaviors
  • Particles and Sounds
  • Lights and emissive materials
  • Cinematics Friendly
  • Straightforward commented code
  • Extensive UI with control device recognition

Experimental features to be updated/extended in the near future:

  • Racing Blueprint System
  • Local Multiplayer

Sample Assets

    • Template Vehicle assets
    • 10 premade Color Palettes
    • InCar AnimSet (18 animations and an Anim Blueprint)
    • 5 circuit spline meshes
    • 21 environmental static meshes
    • 5 particle systems
    • 32 sounds and 3 sound cues
    • 12 UI textures

Product file size: ~1.3GB

Number of Blueprints: 15

Input: Gamepad, Keyboard, Mouse

Network Replicated: No / Not tested

Supported Development Platforms: only tested on Windows x64

Windows: Yes

Mac: No

Important/Additional Notes: characters shown in commercial imagery are not included in this product


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