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📘 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 uses Color[].ColoredIcon instead.

📚 References