VEHICLE

FRAMEWORK

FEATURES

ADVANCED

RIGGING

Our custom rig provides bones for moving parts such as hood, trunk and up to 4 doors. Under a group-bone named Dashboard, there are then some other bones not mean to be simulated, but rather animated by the animBP; such as steering wheel, fuel, tachometer and speedometer.

Having what’s custom all organized under a single parent bone, placed in parallel to the original UE hierarchy, would make adding new bones and features easier, both on old and new vehicles.

Set up custom moving parts with ease, duplicating pre-maded blueprint macros that handle gameplay behaviour.

BREAKABLE

CONSTRAINTS

Such moving parts are completely automatic: they open with the right hit and come off at a given threshold.

We create custom collision meshes for each vehicle being produced, interns included. This whould effect vehicle balance for each of them in a unique way.

You may like to simulate a hat bouncing all around the rear seats, we don’t judge.

CUSTOM COLOR

PALETTES

Set up custom colors at editor runtime and save them in organized files, ready to be called as color palettes.

This feature is possible thanks to a proprietary solution available as a stand-alone product, despite already included with Renovate: Vehicle Framework;

VALUE MASK

A value based masking solution that requires only one grayscale map, but produces up to 11 different overlay color layers.

Scalable to 44 using RGBA textures.

This feature is a product that’s also available separately.

Every vehicle will be produced with a ValueMask included, usally stored in the BaseColor texture’s alpha channel.


With gradiental and grunge details, it endows all surfaces with color variations, thanks to a custom linear light blend mode.

FRESNEL

& OCCLUSION

An optimized master material with a set of variables exposed, such as ambient occlusion and colored fresnel, as well as paint roughness override and others that helps you stylize the coating.

Glass also has its set of variables and presents dirt and PBR values variations.


  • M_BaseVehicleMasterMaterial

TRUE

FIRST PERSON

First person camera is available and attached directly to character’s head bone. It follows any animation he plays!

You can pan around with control input or let you be cradle by our camera follow. Adjustable camera lag both for FPP and TPP.

Try doing parking maneuvers.

SMART

CAMERA FOLLOW

First Person and Third Person cameras follow vehicle’s axis with an exposed rotation lag value.

This axis get inverted whenever the vehicle goes backwards, while speed handles camera position lag.

CHARACTER

INTERACTIONS

Seamless interaction between character and vehicles with different seats heights. Animations lerps between pre-positioned sockets.

INCAR

ANIMSET

An animation set provided for free with

Renovate: Vehicle Framework

Includes 18 takes from passanger to driver idles, interactions, steering, lookback, honk, change gear, change radio and steal vehicle.

This feature is a product that’s also available separately. 

ADVANCED

PHYSICS

Shape-casted wheels collisions and multy-raycasted suspensions, for an accurate physics simulation.

Detailed physics assets would provide exact simple collisions, making the chassis perfectly balanced.

Be sure not to trigger all those impact particles on the way.

PARTICLES

Particle systems are made in cascade; enhancing hits, tire skidding, engine damage, exaust and turbo.

Impacts cast particle systems following the hit trajectory.


SOUNDS

Engine with layered sound for better mimicking both acceleration and deceleration. Changing gear make some nice pops!

Other audio is played contextually, when doorways open and close, on hits and, of course, on tire skidding.

CINEMATIC

FRENZY

Work smart, not hard. Right?

Record your gameplay sessions with UE Take Recorder and shoot breathtaking sequences in minutes.

Avoid complicating your pipeline by animating everything. Do camera work only instead and deliver work faster and better.

EXTENSIVELY

COMMENTED CODE

Color coded, compact and organized under subgraphs, so that navigation and comprehension are at their best.

Pre-maded macros and fuctions make code ready for customizations, while additional key values are exposed on several subgraphs, to be changed quickely or being promote to proper variables.

Every main graph reminds you how code is identificated, with this caption below.

COMPLETE

USER INTERFACE

Pre-maded widgets can guide you to custom UI, providing a basic template for all the functionalities a race game should have.

Racing panel is experimental and would be updated in the near future.


199.99$


A complete solution for making high-end quality vehicles