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Version: bleeding-edge 🩸

πŸš™ VehicleWheeled

Vehicles are wheeled entities which Characters can possesses and drive.


πŸ’‚Authority
This class can only be spawned on 🟦 Server side.
πŸ‘ͺInheritance
This class shares methods and events from , , , , .
πŸ§‘β€πŸ’»API Source
This page is auto-generated! The Functions, Properties and Events described here are defined in our GitHub's API Repository! Feel free to commit suggestions and changes to the source .json API files!

Any Skeletal Mesh can be used to create a Vehicle, although only Skeletal Meshes with Wheels bones can use the built-in feature of animated Wheels.

πŸŽ’ Examples​

Server/Index.lua
-- Spawns a Pickup Vehicle
local vehicle = VehicleWheeled(location or Vector(), rotation or Rotator(), "nanos-world::SK_Pickup", CollisionType.Normal, true, false, true, "nanos-world::A_Vehicle_Engine_10")

-- Configure it's Engine power and Aerodynamics
vehicle:SetEngineSetup(700, 5000)
vehicle:SetAerodynamicsSetup(2500)

-- Configure it's Steering Wheel and Headlights location
vehicle:SetSteeringWheelSetup(Vector(0, 27, 120), 24)
vehicle:SetHeadlightsSetup(Vector(270, 0, 70))

-- Configures each Wheel
vehicle:SetWheel(0, "Wheel_Front_Left", 27, 18, 45, Vector(), true, true, false, false, false, 1500, 3000, 1000, 1, 3, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(1, "Wheel_Front_Right", 27, 18, 45, Vector(), true, true, false, false, false, 1500, 3000, 1000, 1, 3, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(2, "Wheel_Rear_Left", 27, 18, 0, Vector(), false, true, true, false, false, 1500, 3000, 1000, 1, 4, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(3, "Wheel_Rear_Right", 27, 18, 0, Vector(), false, true, true, false, false, 1500, 3000, 1000, 1, 4, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)

-- Adds 6 Doors/Seats
vehicle:SetDoor(0, Vector( 50, -75, 105), Vector( 8, -32.5, 95), Rotator(0, 0, 10), 70, -150)
vehicle:SetDoor(1, Vector( 50, 75, 105), Vector( 25, 50, 90), Rotator(0, 0, 0), 70, 150)
vehicle:SetDoor(2, Vector( -90, -75, 130), Vector( -90, -115, 155), Rotator(0, 90, 20), 60, -150)
vehicle:SetDoor(3, Vector( -90, 75, 130), Vector( -90, 115, 155), Rotator(0, -90, 20), 60, 150)
vehicle:SetDoor(4, Vector(-195, -75, 130), Vector(-195, -115, 155), Rotator(0, 90, 20), 60, -150)
vehicle:SetDoor(5, Vector(-195, 75, 130), Vector(-195, 115, 155), Rotator(0, -90, 20), 60, 150)

-- Make it ready (so clients only create Physics once and not for each function call above)
vehicle:RecreatePhysics()

πŸ›  Constructors​

Default Constructor

No description provided

local my_vehiclewheeled = VehicleWheeled(location, rotation, asset, collision_type?, gravity_enabled?, auto_create_physics?, auto_unflip?, engine_sound?, horn_sound?, brake_sound?, engine_start_sound?, vehicle_door_sound?, auto_start_engine?, custom_animation_blueprint?)
TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
asset Required parameter No description provided
collision_typeCollisionType.AutoNo description provided
gravity_enabledtrueNo description provided
auto_create_physicstrueCan be disabled to improve performance when setting several configs. Must call RecreatePhysics() after all
auto_unfliptrueAuto rotates the vehicle if flipped
engine_soundnanos-world::A_Vehicle_Engine_01No description provided
horn_soundnanos-world::A_Vehicle_Horn_ToyotaNo description provided
brake_soundnanos-world::A_Vehicle_BrakeNo description provided
engine_start_soundnanos-world::A_Car_Engine_StartNo description provided
vehicle_door_soundnanos-world::A_Vehicle_DoorNo description provided
auto_start_enginetrueNo description provided
custom_animation_blueprintNo description provided
tip

Please take a look at our Default's Vehicle package with all built-in Vehicles already properly configured and ready to use.

More related examples:

Monster Truckgetting-started/tutorials-and-examples/monster-truck

πŸ—Ώ Static Functions​

Inherited Entity Static Functions
VehicleWheeled inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
of Returns a table containing all Entities of the class this is called on
Returns a specific Entity of this class at an index
Returns how many Entities of this class exist
of Gets a list of all directly inherited classes from this Class created with the Inheriting System
Returns an iterator with all Entities of this class to be used with pairs()
or Gets the parent class if this Class was created with the Inheriting System
Inherits this class with the Inheriting System
Gets if this Class is child of another class if this Class was created with the Inheriting System
Subscribes to an Event for all entities of this Class
Subscribes to a custom event called from server
Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed

This class doesn't have own static functions.

🦠 Functions​

Inherited Entity Functions
VehicleWheeled inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
Calls a custom remote event directly on this entity to all Players
Calls a custom remote event directly on this entity to a specific Player
Calls a custom remote event directly on this entity
Destroys this Entity
of Gets a list of all values keys
Gets the class of this entity
Gets the universal network ID of this Entity (same on both client and server)
Gets a Value stored on this Entity at the given key
Recursively checks if this entity is inherited from a Class
Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
Sets a Value in this Entity
Subscribes to an Event on this specific entity
Subscribes to a custom event called from server on this specific entity
Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
VehicleWheeled inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
Adds an Unreal Actor Tag to this Actor
Applies a force in world world to this Actor
Attaches this Actor to any other Actor, optionally at a specific bone
Detaches this Actor from AttachedTo Actor
of Gets all Unreal Actor Tags on this Actor
of Gets all Actors attached to this Actor
or Gets the Actor this Actor is attached to
Gets this Actor's bounds
Gets this Actor's collision type
Gets this Actor's dimension
Gets the distance of this Actor from the Camera
VectorGets this Actor's force (set by SetForce())
VectorGets this Actor's location in the game world
Player or Gets this Actor's Network Authority Player
VectorGets this Actor's Relative Location if it's attached
RotatorGets this Actor's Relative Rotation if it's attached
RotatorGets this Actor's angle in the game world
VectorGets this Actor's scale
Gets the percentage of this Actor size in the screen
Gets a Socket Transform in world space given a bone or socket name
VectorGets this Actor's current velocity
Gets if this Actor was spawned by the client side
Returns true if the local Player is currently the Network Authority of this Actor
Returns true if this Actor is being destroyed
Returns true if gravity is enabled on this Actor
Returns true if this Actor is in water
Returns true if this Actor is currently network distributed
Returns true if this Actor is visible
Removes an Unreal Actor Tag from this Actor
Smoothly rotates this actor to an angle over a certain time
Sets this Actor's collision type
Sets this Actor's Dimension
Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
Sets whether gravity is enabled on this Actor
Sets whether the highlight is enabled on this Actor, and which highlight index to use
Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
Sets this Actor's location in the game world
Sets the Player to have network authority over this Actor
Sets if this Actor will auto distribute the network authority between players
Sets whether the outline is enabled on this Actor, and which outline index to use
Sets this Actor's relative location in local space (only if this actor is attached)
Sets this Actor's relative rotation in local space (only if this actor is attached)
Sets this Actor's rotation in the game world
Sets this Actor's scale
Sets whether the actor is visible or not
Smoothly moves this actor to a location over a certain time
Gets if this Actor was recently rendered on screen
Inherited Paintable Functions
VehicleWheeled inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
Resets the material from the specified index to the original one
Sets the material at the specified index of this Actor
Sets a Color parameter in this Actor's material
Sets the material at the specified index of this Actor to a Canvas object
Sets the material at the specified index of this Actor to a SceneCapture object
Sets the material at the specified index of this Actor to a WebUI object
Sets a Scalar parameter in this Actor's material
Sets a texture parameter in this Actor's material to an image on disk
Sets a Vector parameter in this Actor's material
Overrides this Actor's Physical Material with a new one
Inherited Damageable Functions
VehicleWheeled inherits from Base Damageable Class, sharing it's methods and functions:
Base Damageablescripting-reference/classes/base-classes/Damageable
ReturnsNameDescription
Do damage to this entity
Gets the current health
Gets the Max Health
Respawns the Entity, fullying it's Health and moving it to it's Initial Location
Sets the Health of this Entity
Sets the MaxHealth of this Entity
Inherited Vehicle Functions
VehicleWheeled inherits from Base Vehicle Class, sharing it's methods and functions:
Base Vehiclescripting-reference/classes/base-classes/Vehicle
ReturnsNameDescription
Attaches a Skeletal Mesh as master pose to this entity
Attaches a Static Mesh to this entity
of Gets all Skeletal Meshes attached to this entity
of Gets all Static Meshes attached to this entity
Gets all configured Doors
Gets the Asset name
CharacterGets a passenger from a seat
of CharacterGets all passengers
Plays an Animation on this Vehicle
Removes all SkeletalMeshes attached
Removes all StaticMeshes attached
Removes, if it exists, a SkeletalMesh from this Pickable given its custom ID
Removes, if it exists, a StaticMesh from this Pickable given its custom ID
Adds a Door to the Vehicle
Configures the Explosion Settings when health reaches zero
Sets a Static Mesh Attached location and rotation
ReturnsNameDescription
Gets the current Gear
Gets the current RPM
Starts or stops the vehicles horn
Recreate the Vehicle Physics
Configures the Vehicle Aerodynamics Settings
Sets if the Engine auto starts when the driver enters the Vehicle
Sets the Vehicle Camera Offset
Configures the Vehicle Engine (Torque, RPM, Braking)
Sets if the Engine is turned off/on
Configures the Headlights Offset and Color.
Configures the Vehicle Steering
Configures where the Steering Wheel is located
Configures the Taillights Offset.
Sets a Tire as Flat or not
Configures the Vehicle Transmission
Configures a Vehicle Wheel

GetGear

Gets the current Gear

β€” Returns .

local ret = my_vehiclewheeled:GetGear()

GetRPM

Gets the current RPM

β€” Returns .

local ret = my_vehiclewheeled:GetRPM()

Horn

Starts or stops the vehicles horn

my_vehiclewheeled:Horn(enable_horn)
TypeParameterDefaultDescription
enable_horn Required parameter No description provided

RecreatePhysics

Call this after configuring the vehicle if passed auto_create_physics to constructor

my_vehiclewheeled:RecreatePhysics()

SetAerodynamicsSetup

Configures the Vehicle Aerodynamics Settings

my_vehiclewheeled:SetAerodynamicsSetup(mass?, drag_coefficient?, vehicle_chassis_width?, vehicle_chassis_height?, vehicle_downforce_coefficient?, center_of_mass_override?)
TypeParameterDefaultDescription
mass?1500Mass of the vehicle chassis
drag_coefficient?0.3Force resisting forward motion at speed
vehicle_chassis_width?180Chassis width used for drag force computation (cm)
vehicle_chassis_height?140Chassis height used for drag force computation (cm)
vehicle_downforce_coefficient?0.3Force pressing vehicle into ground at speed
Vectorcenter_of_mass_override?Vector(0, 0, 50)Overrides the center of mass. Good for curves stabilization. Ideally the Z should be the same as the wheels radius

SetAutoStartEngine

Sets if the Engine auto starts when the driver enters the Vehicle

my_vehiclewheeled:SetAutoStartEngine(auto_start)
TypeParameterDefaultDescription
auto_start Required parameter No description provided

SetCameraOffset

Sets the Vehicle Camera Offset

my_vehiclewheeled:SetCameraOffset(offset)
TypeParameterDefaultDescription
Vectoroffset Required parameter No description provided

SetEngineSetup

Configures the Vehicle Engine (Torque, RPM, Braking)

my_vehiclewheeled:SetEngineSetup(max_torque?, max_rpm?, idle_rpm?, brake_effect?, rev_up_moi?, rev_down_rate?)
TypeParameterDefaultDescription
max_torque?700Max Engine Torque (Nm) is multiplied by TorqueCurve
max_rpm?5700Maximum revolutions per minute of the engine
idle_rpm?1200Idle RMP of engine then in neutral/stationary
brake_effect?0.05Braking effect from engine, when throttle released
rev_up_moi?5Affects how fast the engine RPM speed up
rev_down_rate?600Affects how fast the engine RPM slows down

SetEngineStarted

Sets if the Engine is turned off/on (this will affect Lights, Sounds and ability to Throttle)

my_vehiclewheeled:SetEngineStarted(started)
TypeParameterDefaultDescription
started Required parameter No description provided

SetHeadlightsSetup

Configures the Headlights Offset and Color.

my_vehiclewheeled:SetHeadlightsSetup(location, color?)
TypeParameterDefaultDescription
Vectorlocation Required parameter No description provided
Colorcolor?Color(1, 0.86, 0.5)No description provided

SetSteeringSetup

Configures the Vehicle Steering

my_vehiclewheeled:SetSteeringSetup(steering_type, angle_ratio?)
TypeParameterDefaultDescription
steering_type Required parameter No description provided
angle_ratio?0.7Only applies when AngleRatio is selected

SetSteeringWheelSetup

Configures where the Steering Wheel is located, so Characters can grab it procedurally properly

my_vehiclewheeled:SetSteeringWheelSetup(location, radius)
TypeParameterDefaultDescription
Vectorlocation Required parameter No description provided
radius Required parameter No description provided

SetTaillightsSetup

Configures the Taillights Offset.

my_vehiclewheeled:SetTaillightsSetup(location)
TypeParameterDefaultDescription
Vectorlocation Required parameter No description provided

SetTireFlat

Sets a Tire as Flat or not

my_vehiclewheeled:SetTireFlat(wheel_index, is_flat)
TypeParameterDefaultDescription
wheel_index Required parameter No description provided
is_flat Required parameter No description provided

SetTransmissionSetup

Configures the Vehicle Transmission

my_vehiclewheeled:SetTransmissionSetup(transmission_final_ratio?, transmission_change_up_rpm?, transmission_change_down_rpm?, transmission_gear_change_time?, transmission_efficiency?)
TypeParameterDefaultDescription
transmission_final_ratio?3.08The final gear ratio multiplies the transmission gear ratios
transmission_change_up_rpm?4500Engine Revs at which gear up change occurs
transmission_change_down_rpm?2000Engine Revs at which gear down change occurs
transmission_gear_change_time?0.4Time it takes to switch gears (seconds)
transmission_efficiency?0.9Mechanical frictional losses mean transmission might operate at 0.94 (94% efficiency)

SetWheel

Wheels can be updated in runtime by calling SetWheel again, you can for example change the suspension high or disable a wheel totally by toggling affected_by_engine off or setting radius to 0.

my_vehiclewheeled:SetWheel(index, bone_name, radius?, width?, max_steer_angle?, offset?, is_affected_by_engine?, is_affected_by_brake?, is_affected_by_handbrake?, has_abs_enabled?, has_traction_control_enabled?, max_brake_torque?, max_handbrake_torque?, cornering_stiffness?, side_slip_modifier?, friction_force_multiplier?, slip_threshold?, skid_threshold?, suspension_spring_rate?, suspension_spring_preload?, suspension_max_raise?, suspension_max_drop?, suspension_smoothing?, suspension_damping_ratio?, suspension_wheel_load_ratio?, suspension_axis?, suspension_force_offset?)
TypeParameterDefaultDescription
index Required parameter Index of the wheel (0-N). Set it in ASC order
bone_name Required parameter Name of the bone to attach this wheel to
radius?32Radius of the wheel
width?20Width of the wheel
max_steer_angle?50Steer angle in degrees for this wheel
Vectoroffset?Vector(0, 0, 0)If bone_name is specified, offset the wheel from the bone's location. Otherwise this offsets the wheel from the vehicle's origin
is_affected_by_engine?trueWhether engine should power this wheel
is_affected_by_brake?trueWhether brake should affect this wheel
is_affected_by_handbrake?trueWhether handbrake should affect this wheel
has_abs_enabled?falseAdvanced Braking System Enabled
has_traction_control_enabled?falseStraight Line Traction Control Enabled
max_brake_torque?1500Max brake torque for this wheel (Nm)
max_handbrake_torque?3000Max handbrake brake torque for this wheel (Nm). A handbrake should have a stronger brake torque than the brake
cornering_stiffness?1000Tyre Cornering Ability
side_slip_modifier?1.0Wheel Lateral Skid Grip Loss, lower number less grip on skid
friction_force_multiplier?2.0Friction Force Multiplier
slip_threshold?20.0Wheel Longitudinal Slip Threshold
skid_threshold?20.0Wheel Lateral Skid Threshold
suspension_spring_rate?250.0Spring Force (N/m)
suspension_spring_preload?50.0Spring Preload (N/m)
suspension_max_raise?10.0How far the wheel can go above the resting position
suspension_max_drop?10.0How far the wheel can drop below the resting position
suspension_smoothing?0.0Smooth suspension [0-off, 10-max] - Warning might cause momentary visual inter-penetration of the wheel against objects/terrain
suspension_damping_ratio?0.5Suspension damping, larger value causes the suspension to come to rest faster [range 0 to 1]
suspension_wheel_load_ratio?0.5Amount wheel load effects wheel friction.
- At 0 wheel friction is completely independent of the loading on the wheel (This is artificial as it always assumes even balance between all wheels)
- At 1 wheel friction is based on the force pressing wheel into the ground. This is more realistic.
- Lower value cures lift off over-steer, generally makes vehicle easier to handle under extreme motions.
Vectorsuspension_axis?Vector(0, 0, -1)Local body direction in which where suspension forces are applied (typically along -Z-axis)
Vectorsuspension_force_offset?Vector(0, 0, 0)Vertical offset from where suspension forces are applied (along Z-axis)

πŸš€ Events​

Inherited Entity Events
VehicleWheeled inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
Triggered when a new Class is registered with the Inheriting System
Triggered when an Entity is destroyed
Triggered when an Entity is spawned/created
Triggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
VehicleWheeled inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
Triggered when an Actor changes it's dimension
Inherited Damageable Events
VehicleWheeled inherits from Base Damageable Class, sharing it's events:
Base Damageablescripting-reference/classes/base-classes/Damageable
NameDescription
When Entity Dies
When Entity has it's Health changed, or because took damage or manually set through scripting or respawning
When Entity Respawns
Triggered when this Entity takes damage
Inherited Vehicle Events
VehicleWheeled inherits from Base Vehicle Class, sharing it's events:
Base Vehiclescripting-reference/classes/base-classes/Vehicle
NameDescription
Triggered when a Character attempts to enter the Vehicle
Triggered when a Character attempts to leave the Vehicle
Triggered when a Character fully enters the Vehicle
Triggered when a Character fully leaves the Vehicle
Triggered when Vehicle hits something
Triggered when this Vehicle takes damage
NameDescription
Triggered when Vehicle honks

Horn

Triggered when Vehicle honks
VehicleWheeled.Subscribe("Horn", function(self, is_honking)
-- Horn was called
end)
TypeArgumentDescription
VehicleWheeledselfNo description provided
is_honkingNo description provided