📘 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. - Type (
EB1VehicleType): The type of vehicle (car, motorcycle, ship, or bicycle). - 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>): Single merged static mesh used for distant / simulation-mode rendering. Separate from the component mesh slots. - SimulationDriverMeshSetId (
FName): Optional driver mesh group ID used in simulation mode. - Icon (
TSoftObjectPtr<UObject>): Scheduled for removal. Nothing in the game reads it. (AllowedClasses = Texture2D, SlateTextureAtlasInterface) - PurchasableLevel (
TArray<FName>): Map (level) IDs where this vehicle can be purchased. (Foreign = "Map.Id", ModTip = "LevelName") - Price (
int32): Cost to purchase this vehicle. - bDisableSimulationRandomVehicleColor (
bool): When true, simulation-spawned vehicles of this type use the default color instead of a random one. - Color (
TArray<FB1VehicleColorData>): List of available vehicle colors. - RequiredSkillLevel (
int32): Minimum skill level required to purchase. (ClampMin = 0) - Thumbnail (
TSoftObjectPtr<UObject>): Thumbnail shown in the boat rental UI. Read only there; the vehicle management list usesColor[].ColoredIconinstead.