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πŸ“˜ Vehicle Data Guide

🧩 Struct: FB1VehicleTableRow

Defines a vehicle entity used in simulation, including appearance, template, and spawn settings.

Properties

  • Id (FName): Unique identifier for the vehicle.
  • DisplayNameTextId (FString): Localized name shown in the UI. (StringTableKey = "Id")
  • DescriptionTextId (FString): Localized description for the vehicle. (StringTableKey = "Id")
  • VehicleTemplateId (FName): Template this vehicle is based on. (Foreign = "VehicleTemplate.Id")
  • Asset (TSoftObjectPtr<UBlueprint>): Blueprint actor asset for the vehicle.
  • StaticMeshAsset (TSoftObjectPtr<UStaticMesh>): Static mesh representation of the vehicle.
  • SimulationDriverMeshSetId (FName): Optional driver mesh group ID.
  • Icon (TSoftObjectPtr<UObject>): Icon shown in selection UI.
  • bPurchaseable (bool): If true, this vehicle can be purchased.
  • SimulationSpawnableLevel (TArray<FName>): Specifies the level(s) where simulation vehiclesβ€”automatically spawned and drivenβ€”will appear. If set to "All", vehicles can spawn in every level. If specific level names are provided, vehicles will only be eligible for spawning in those designated levels. (ModTip = "LevelName")
  • Price (int32): Cost to purchase this vehicle.
  • bDisableSimulationRandomVehicleColor (bool): By default, simulation-spawned vehicles appear in random colors. However, if this value is set to True, they will spawn with the default color.
  • Color (TArray<FB1VehicleColorData>): List of available vehicle colors.
  • MovementSetting (FB1VehicleMovementSetting): Driving and movement configuration.

πŸ“š References