Vehicle Assets

GUID 32-digit hexadecimal: Refer to GUID documentation.

Type enum (Vehicle)

Rarity enum (Common, Uncommon, Rare, Epic, Legendary, Mythical): Rarity of the vehicle, as text shown in menus and colors used for highlights. Defaults to Common rarity.

Engine enum (Blimp, Boat, Car, Helicopter, Plane, Train): Defaults to Car. Some properties will only be usable depending on the Engine enumerator used, or may behave differently.

ID uint16: Must be a unique identifier.

Vehicle Properties

Bicycle flag: Player character should use a bicycling animation.

Bicycle_Anim_Speed float: Multiplier on the speed of the bicycling animation.

Bypass_Hash_Verification flag: Disable hash verification check, and allow for mismatched files.

Bypass_ID_Limit flag: Allows for using an ID value within the range reserved for official content.

Cam_Driver_Offset float: The vertical offset for the driver’s first-person camera, in meters.

Cam_Follow_Distance float: The distance behind the player the third-person camera should be placed at, in meters. Defaults to 5.5.

Cam_Passenger_Offset float: The vertical offset for a passenger’s first-person camera, in meters.

Can_Be_Locked bool: Whether or not the vehicle can be locked a player. Defaults to true.

Crawler flag: Disables the Wheel_# GameObjects from turning when steering by setting the default value of Num_Steering_Tires to 0. This property has no effect if Num_Steering_Tires has been manually set.

Drops_Table_ID uint16: ID of the item spawn table to use when the vehicle is destroyed. Defaults to 962.

Drops_Min uint8: Minimum amount of item drops to spawn when the vehicle is destroyed. Defaults to 3.

Drops_Max uint8: Maximum amount of item drops to spawn when the vehicle is destroyed. Defaults to 7.

Exit float: Distance away from the vehicle to teleport when exiting. Defaults to 2.

Has_Clip_Prefab bool: Whether or not the vehicle has a Clip.prefab. If the vehicle should use the same prefab on the server as on the client, set to false. For example, most official content uses Has_Clip_Prefab false. Defaults to true.

Has_Horn bool: Whether or not the vehicle should have a horn. Defaults to true when the vehicle either has a Horn AudioClip, or the HornAudioClip property has been set to a valid path. Otherwise, defaults to false.

HornAudioClip Master Bundle Pointer: AudioClip to play when using the horn.

IgnitionAudioClip Master Bundle Pointer: AudioClip to play when after entering the driver’s seat.

LockMouse flag: First-person camera movement is locked while driving. This is useful for Engine Plane and Engine Helicopter, as a player’s mouse movement while in first-person can be used to steer the vehicle.

Num_Steering_Tires int32: Total number of tires that should turn when steering. Defaults to 2 when using Engine Car, to 1 when using any other Engine enumerator, or to 0 if the Crawler property has been set.

Pitch_Drive float: Multiplier on the pitch of the engine audio while driving. Defaults to 0.03 when using Engine Helicopter, or to 0.1 when using Engine Blimp. For other Engine enumerators, it defaults to 0.025 if the audio clip is named “Engine_Large”, or to 0.075 if the audio clip is named “Engine_Small”.

Pitch_Idle float: Multiplier on the pitch of the engine audio while idle. Defaults to 0.625 if the audio clip is named “Engine_Large, or to 0.75 if the audio clip is named “Engine_Small”.

Reclined flag: Player character should use a reclined idle animation.

Should_Spawn_Seat_Capsules bool: If true, capsule colliders will be attached to the Seat GameObject in order to prevent players from clipping into the ground. This is useful for vehicles that do not have a roof. Defaults to false.

Steering_Tire_# int32: Set a Wheel_# GameObject as a steering tire, which will visibly turn when steering. By default, a number of steering tires equal to the value of Num_Steering_Tires will be automatically set. These will start at Steering_Tire_0 0 (corresponding to Wheel_0), and increment upwards.

Supports_Mobile_Buildables flag: Barricades and other buildables cannot be placed on this vehicle.

Tire_ID uint16: ID of the item that should given when a tire is manually removed with a ToolAsset that has Mode Remove, and can also be manually attached to the vehicle if the specified item ID is for a ToolAsset with Mode Add. Defaults to 1451.

Trunk_Storage_X byte: Number of columns (horizontal storage space). Defaults to 0.

Trunk_Storage_Y byte: Number of rows (vertical storage space). Defaults to 0.

Valid_Speed_Down float: Configuring this will override the sanity check for reversing speed, in m/s (meters per second). Defaults to 25 when using Engine Car, to 25 when using Engine Boat, or to 100 otherwise.

Valid_Speed_Horizontal float: Configuring this will override the sanity check for horizontal speed. This value is multiplied by PlayerInput.RATE (0.08), and then squared. Defaults to (Speed_Max * 0.125)^2 when using Engine Helicopter or Engine Blimp, or to (Speed_Max * 0.1)^2 otherwise. This property is useful for vehicles with speed that the server cannot predict, such as force-applying Unity components.

Valid_Speed_Up float: Configuring this will override the sanity check for forward speed, in m/s (meters per second). Defaults to 12.5 when using Engine Car, to 3.25 when using Engine Boat, or to 100 otherwise.

Zip flag: Player character should use a handlebar idle animation.

Handling

Air_Steer_Min float: The angle to turn when moving slowly, when using Engine Plane. Defaults to the value of Steer_Min.

Air_Steer_Max float: The angle to turn when moving quickly, when using Engine Plane. Defaults to the value of Steer_Max.

Air_Turn_Responsiveness float: Sensitivity on steering while airborne, when using Engine Plane. Defaults to 2.

Brake float: The amount of braking force to apply.

Center_Of_Mass_X float: Overrides the vehicle’s center of mass on the 𝘟-axis, when using Override_Center_Of_Mass true.

Center_Of_Mass_Y float: Overrides the vehicle’s center of mass on the 𝘠-axis, when using Override_Center_Of_Mass true.

Center_Of_Mass_Z float: Overrides the vehicle’s center of mass on the 𝘡-axis, when using Override_Center_Of_Mass true.

Lift float: The amount of upwards lift force to apply, when using Engine Plane.

Override_Center_Of_Mass bool: If true, override the vehicle’s center of mass with the values from the Center_Of_Mass_# Vector3 properties. This allows for modifying a vehicle’s center of gravity without needing to move the Cog GameObject in Unity.

Physics_Profile GUID: GUID of a VehiclePhysicsProfileAsset to use. Using a vehicle physics profile is optional. Defaults to 47258d0dcad14cb8be26e24c1ef3449e when using Engine Boat, to 6b91a94f01b6472eaca31d9420ec2367 when using Engine Car, to bb9f9f0204c4462ca7d976b87d1336d4 when using Engine Helicopter, or to 93a47d6d40454335b4784e803628ac54 when using Engine Plane.

Sleds flag: Tires should easily roll. For example, most planes will use this property.

Speed_Min float: The vehicle’s maximum reversing speed, in m/s (meters per second). In-game, a vehicle’s speed is displayed as either kph (kilometers per hour) or mph (miles per hour). For example, a vehicle that uses Speed_Min -7 will have a maximum reversing speed of 25.2 kph (15.66 mph).

Speed_Max float: The vehicle’s maximum forward speed, in m/s (meters per second). For all Engine enumerators except for the Train enumerator, this value is multiplied by 1.25 because the vehicle adjusts wheel torque trying to match a specific speed. For example, a vehicle that uses Speed_Max 12.5 and is using Engine Car will have a maximum forward speed of 56.25 kph (34.95 mph).

Steer_Min float: The angle to turn when moving slowly.

Steer_Max float: The angle to turn when moving quickly. This value is multiplied by 0.75.

Traction flag: Tires should have traction in snowy positions.

Wheel_Collider_Mass_Override float: Override the mass of the vehicle’s Wheel Collider components. This allows for quickly modifying the mass of the wheel colliders without needing to rebundle the asset in Unity. If a vehicle has realistic mass, then it may be helpful to set this value to something exceptionally high (e.g., 500). Defaults to null.

Health

Bumper_Invulnerable flag: The vehicle cannot be damaged by collisions (such as with other vehicles, objects, placeables, or entities).

Bumper_Multiplier float: Multiplier on the value for detecting collisions. When less than 1, the vehicle must be moving at a higher speed to enter a collision. When greater than 1, the vehicle can enter a collision while moving at a lower speed. Defaults to 1.

Can_Repair_While_Seated bool: If true, a player can repair the vehicle while also sitting in it. Defaults to false.

Child_Explosion_Armor_Multiplier float: Multiplier on the damage taken by barricades and other buildables placed on the vehicle, by explosions. Defaults to 0.2.

Environment_Invulnerable flag: The vehicle cannot be damaged by animals, zombies, or boulders thrown by mega zombies.

Explosions_Invulnerable flag: The vehicle cannot be damaged by explosions.

Health uint16: Total health value. Defaults to 0.

Health_Min uint16: Maximum possible health to spawn with. Defaults to 0.

Health_Max uint16: Minimum possible health to spawn with. Defaults to 0.

Invulnerable flag: The vehicle cannot be damaged by lower-power Weapon Assets that do not have the Invulnerable flag.

Passenger_Explosion_Armor float: Multiplier on the damage taken by players sitting in the vehicle, by explosions. Defaults to 1.

Tires_Invulnerable flag: Tires cannot be damaged.

Fuel

Fuel uint16: Total fuel capacity. Defaults to 0.

Fuel_Burn_Rate float: The rate fuel burns at. Defaults to 2.05 when using Engine Car, or to 4.2 otherwise.

Fuel_Min uint16: Minimum possible fuel to spawn with. Defaults to 0.

Fuel_Max uint16: Minimum possible fuel to spawn with. Defaults to 0.

Battery

Battery_Burn_Rate float: The rate battery charge is consumed at. Defaults to 20.

Battery_Charge_Rate float: The rate battery charge is recharged at. Defaults to 20.

Battery_Powered flag: The vehicle does not use fuel. For example, this flag is useful for creating electric vehicles.

Battery_Spawn_Charge_Multiplier float: Multiplier on the battery charge a newly-spawned vehicle with a vehicle battery will have. Setting this to a number less than 1 will result in the vehicle spawning with less battery charge than normal. Defaults to 1.

BatteryMode_Driving enum (EBatteryMode): How the vehicle battery should behave when a player is driving it. Defaults to Charge.

BatteryMode_Empty enum (EBatteryMode): How the vehicle battery should behave when the vehicle is empty. Defaults to None.

BatteryMode_Headlights enum (EBatteryMode): How the vehicle battery should behave when the headlights are on. Defaults to Burn.

BatteryMode_Sirens enum (EBatteryMode): How the vehicle battery should behave when the siren is on. Defaults to Burn.

Can_Steal_Battery bool: Whether or not the vehicle battery can be removed from the vehicle by a player. Defaults to true.

Cannot_Spawn_With_Battery flag: The vehicle does not spawn with a vehicle battery.

Stamina

Stamina_Boost float: When a value is specified, this property allows for using stamina to boost. The value specified is the multiplier on the speed a vehicle can go without using a stamina boost. For example, Stamina_Boost 0.5 would only let vehicle move at 50% its maximum speed normally, but using stamina to boost would it reach its maximum speed. This property is often used with Stamina_Powered, but this is not required.

Stamina_Powered flag: The vehicle does not use fuel or a vehicle battery.

Explosion

Explosion GUID or uint16: GUID or legacy ID of EffectAsset to play when destroyed.

Explosion_Min_Force_X float: Minimum amount of force applied on the 𝘟-axis when the vehicle explodes. Defaults to 0.

Explosion_Max_Force_X float: Maximum amount of force applied on the 𝘟-axis when the vehicle explodes. Defaults to 0.

Explosion_Min_Force_Y float: Minimum amount of force applied on the 𝘠-axis when the vehicle explodes. This property must be set in order to use other Explosion_Min_Force_# properties. Defaults to 1024.

Explosion_Max_Force_Y float: Maximum amount of force applied on the 𝘠-axis when the vehicle explodes. This property must be set in order to use other Explosion_Max_Force_# properties. Defaults to 1024.

Explosion_Min_Force_Z float: Minimum amount of force applied on the 𝘡-axis when the vehicle explodes. Defaults to 0.

Explosion_Max_Force_Z float: Maximum amount of force applied on the 𝘡-axis when the vehicle explodes. Defaults to 0.

ShouldExplosionCauseDamage bool: If true, the explosion caused by the vehicle being destroyed will deal damage. Defaults to true if Explosion is specified.

ShouldExplosionBurnMaterials bool: If true, the materials of the vehicle’s Model_# GameObjects will be tinted black when the vehicle is destroyed. Defaults to true if Explosion is specified.

Turret

Turrets uint8: Number of turrets on the vehicle. All of the other turret properties require that this property is set. Defaults to 0.

Turret_#_Seat_Index uint8: Which Seat_# GameObject the turret is usable from. Defaults to 0 (corresponding to Seat_0).

Turret_#_Item_ID uint16: ID of the item usable from the turret seat. This is often used with a GunAsset that has the Turret property, but any item can be used.

Turret_#_Yaw_Min float: Minimum allowed rotation of the turret through the azimuth, in degrees. If this is set to -360, it can rotate leftward forever.

Turret_#_Yaw_Max float: Maximum allowed rotation of the turret through the azimuth, in degrees. If this is set to 360, it can rotate rightward forever.

Turret_#_Pitch_Min float: Minimum allowed rotation of the turret through the elevation, in degrees.

Turret_#_Pitch_Max float: Maximum allowed rotation of the turret through the elevation, in degrees.

Turret_#_Ignore_Aim_Camera flag: Disable having the camera positioned at the Aim GameObject.

Train

These properties should be used with Engine Train.

Train_Car_Length float: The distance between each train car on the train, in meters.

Train_Track_Offset float: The offset the train car is above the track, in meters.

Train_Wheel_Offset float: The offset between the wheels, in meters.

Economy

Shared_Skin_Lookup_ID uint16: Share skins with another vehicle. Defaults to the value of ID.

Shared_Skin_Name string: When generating images, the image name will contain the value of this string instead of the vehicle’s file name. Often used with Shared_Skin_Lookup_ID.

Size2_Z float: Orthogonal camera size for economy icons.

Localization

Name string: Vehicle name in user interfaces.