*Please note* Vehicles and parking lot are not included. Starter vehicle, demo map, and traffic light are included. You must utilize your own vehicle library.
Change Log (Updates could take a few days for Epic approval):
- Added support for 5.00.
- Converted to Chaos Vehicle System *Older projects (4.27 and prior) may need manual conversion of assets! Details below.
- More updates coming to support Chaos and 5.00. Including redesign of traffic logic.
Welcome to the Architectural Visualization AI Traffic system. I designed this system to give architectural renderings and real-time rendered scenes a boost of realism by adding movable cars to roadways and intersections. This system also works for virtual reality. Key features are options for spline following, waypoints, spawning vehicles, removing vehicles, parking, turn signal lights, brake lights, head lights, traffic light. The traffic light is included (up to 4 per intersection) with both turning lanes or keeping straight options and can easily swap for a traffic light mesh of your own.
The system is created with a series of blueprints and AI behavior trees for easy modification and customization. Does NOT use NavMash(Pathfinding). Although it is designed for Arch Vis, it is possible to work for games as well, but is untested on gaming platforms. Please view the tutorials below:
Part One – Rigging a vehicle via 3D Max – https://youtu.be/V0j9JrBxCVg
Part Two – Configuring a vehicle for the AI Traffic System – https://youtu.be/ctiQKaQKi4U
Part Three – Spline Following and Traffic Lights – https://youtu.be/Y6EQjHyHVzc
Part Four – Waypoint Following, Spawning, and more – https://youtu.be/ijtFPJaKb70
Random Paint – New feature added to random car paint colors – https://youtu.be/3yKK76LMKBE
Im also available on Discord at: Teriander #4597
To convert from PhyX to Chaos:
Instead of using a “VehicleWheel” use “ChaosVehicleWheel” for creating a new wheel setup. If you already have the wheels, follow step 6 and 7 in this link below. Also reading this documentation would help you become familiar with the changes.
- Spline Follow
- Waypoint Follow
- Spawning Vehicles
- Remove Vehicles
- Vehicle Turn Signal (optional)
- Brake Lights (optional)
- Headlights (optional)
- Working Traffic Lights
- Easy Blueprint Modification for Advanced Users (no C++ code)
- Vehicle Avoidance
- Dynamic Object avoidance
- *Randomize Car Paint
- Traffic Demo Map
- Traffic Test World Map
Collision: Yes, Vehicle, ground, and traffic lights.
Vertex Count: 32,000
Number of Unique Meshes: 3
Number of Materials and Material Instances: 17
Number of Textures: 0
Texture Resolutions: None
Supported Development Platforms:
Documentation: Video Links to Tutorials
Important/Additional Notes: For an example of proper material setup for the lights to work, please refer