Unreal Engine 5.7 Plugin
True Ride Rig is an advanced C++ plugin for Unreal Engine 5.7. Take absolute, artistic control over physics, suspension, and vehicle dynamics. Designed by artists for commercial directors, cinematic creators, and automotive visualization professionals.
Creating professional, commercial-grade automotive shots using standard built-in physics systems is a constant battle with unpredictability. Dozens of failed attempts recorded in Take Recorder, models flipping over on turns, and a complete inability to precisely edit keyframes after recording — all of this destroys your budget and schedule.
True Ride Rig changes this paradigm. Our solution lets you drive vehicles exclusively through smooth Spline paths and speed curves. Our proprietary, rigorous C++ algorithm calculates realistic body roll (Weight Transfer), precise shock absorber behavior, and accurate wheel rotation based on distance traveled — all in real time.
Golden Rule You never have to click "Play" to see the perfect motion of your vehicle.
Eight pillars of technology that make True Ride Rig the definitive tool for automotive animation in Unreal Engine.
Enter the vehicle weight (e.g. 1500 kg for a sports coupe or 2500 kg for a heavy SUV), and our system automatically tunes spring stiffness, damping, and weight transfer forces. Perfect body behavior from a single value.
A powerful Parent-Child hierarchy supports 10+ elements. Hide a door? The window disappears with it. Tilt the left seat? The right one automatically mirrors it. Focus on the shot, not on clicking.
Bake all computed physics into a stable Cache Asset, guaranteeing 100% frame repeatability in Movie Render Queue. Export to FBX, Alembic (ABC), USD, or USDZ with a single click.
Fully animatable drift angle (-90° to +90°), artistic counter-steer multipliers, and steering geometry based on Ackermann angle and Caster adjustment deliver Hollywood-grade dynamics.
Integrated lighting control triggers brake lights above 10 km/h/s deceleration and turn signals based on path curvature. Procedural tire marks and Niagara smoke effects activate at tire slip thresholds.
Choose your method. Animate distance traveled on a spline for technical shots, or keyframe target speed in km/h for dynamic continuity. The rig automatically recalculates wheel rotation and physics.
Complex terrain is no longer a challenge. Ray/sphere tracing precisely probes the ground under each wheel individually. Add smooth Terrain Smoothing for a cinematic "floating" body effect.
Achieve unmatched visual realism at extreme speeds. Define start speed and maximum compression, and the system procedurally lowers the body, simulating real aerodynamic downforce pressing the car to the track.
Both tiers include the full cinematic vehicle rig. STUDIO adds cache, export, and team seats.
| PRO $179 | STUDIO $549 | |
|---|---|---|
| Sequencer workflow | ✓ | ✓ |
| Distance Traveled mode | ✓ | ✓ |
| Speed Based mode | ✓ | ✓ |
| Steering & steering wheel | ✓ | ✓ |
| Spring-damper suspension | ✓ | ✓ |
| Weight transfer & body physics | ✓ | ✓ |
| Drift, burnout, brake lock | ✓ | ✓ |
| 21 movable parts slots | ✓ | ✓ |
| IES headlights | ✓ | ✓ |
| RectLight brake lights & auto lights | ✓ | ✓ |
| Tire tracks decals | ✓ | ✓ |
| Per-wheel Niagara VFX data | ✓ | ✓ |
| MetaSounds audio data interface | ✓ | ✓ |
| Deterministic cache | — | ✓ |
| FBX / Alembic / USD / USDZ export | — | ✓ |
| Priority support | — | ✓ |
| Seats included | 1 seat | 5 seats |
Three steps to a perfect shot. That's all it takes.
Import your car model (e.g. from Blender) — all you need is one body and four separate wheels. Assign them to dedicated slots in our interface. The module automatically flips left wheel scale, ensuring correct orientation for asymmetric tire treads.
Draw your desired trajectory using the VehiclePathActor tool. Switch to Sequencer and add keyframes for "Distance Traveled" or "Target Speed". Watch in real time as wheels and steering wheel react to every curve.
Choose from built-in suspension presets (e.g. Race for 10+ Hz stiffness) or add road micro-vibrations to the body. Configure aerodynamic Downforce, then start rendering. Everything perfectly predictable.
Everything you need to know about True Ride Rig — from setup to final render.
True Ride Rig is a C++ plugin for Unreal Engine 5.7 that lets you animate cinematic car shots directly in Sequencer. It’s built for artists doing automotive commercials, product films, cutscenes, and previs — not for gameplay racing. The core idea: keyframe vehicle behavior with full artistic control while the rig handles believable physics (suspension, weight transfer, drift, steering geometry) underneath. Everything stays in-engine, in Sequencer, deterministic and repeatable across renders.
PRO includes the full cinematic animation system: spring-damper suspension, weight transfer, Ackermann steering, drift with counter-steer and body lean, burnout, 21 movable parts slots, IES headlights, RectLight brake lights, auto lights, tire tracks decals, per-wheel Niagara VFX data, and MetaSounds-ready audio data interface. One seat.
STUDIO adds three production features on top: deterministic cache (bake physics to a data asset for frame-perfect repeatable renders), animation export to FBX/Alembic/USD/USDZ, and priority support. Five seats included.
If you work solo and stay inside Unreal — PRO is enough. If you’re in a small studio, hand off animations to Houdini/Maya/Blender for VFX, or render on a farm where deterministic playback matters — STUDIO.
Copy the TrueRideRig folder into your project’s Plugins/ directory, open Unreal Engine 5.7, enable the plugin if it isn’t already, restart the editor. The DLLs are pre-compiled — no Visual Studio needed, nothing to build. Installation takes about 5 seconds.
The launch version targets Unreal Engine 5.7 specifically. The plugin is compiled for 5.7 binaries. Older versions are not supported on launch. If there’s enough demand for backports to 5.6 or 5.5 after launch, that’s something to consider for future updates.
Three minimum requirements: Separate the wheels from the body — wheels are a separate mesh, body is a separate mesh. Optionally separate the brakes. Wheel pivots must be perfectly centered. Merge each part into a single mesh with material slots. Position everything at 0,0,0 facing positive X. The plugin assumes this orientation because it mirrors the right side of the car to the left automatically.
Yes, any custom car model works. No bones. No constraints. No armatures. No pre-animated FBX. You bring static meshes — body plus four individual wheel meshes (optionally brake calipers) — and the plugin handles all the animation logic in Unreal. The plugin sets pivots, mirrors sides, calculates wheel rotation, suspension, steering, body roll, weight transfer, and movable part hinges automatically.
Distance Traveled lets you keyframe the exact distance along the spline in centimeters. Best for commercials and shots where the car must hit a specific position at a specific frame.
Speed Based lets you keyframe target speed in km/h or mph. The plugin calculates distance over time automatically. Best for motion design shots and lifestyle content where natural acceleration and braking matter more than exact positioning.
Same rig, different workflow. Switch between modes per shot.
Set VehicleWeightKg in the Body Physics category to the actual weight of your car (1500 kg default for an average passenger car, ~2200 kg for an SUV, ~900 kg for a light sports car). The plugin auto-calibrates spring stiffness, weight transfer forces, pitch and roll frequencies based on that weight.
If the result still feels off, adjust SuspensionStiffness (lower = softer, higher = stiffer) and BodyTerrainSmoothing (0.5–0.75 looks best for most scenes). For 90% of shots, those three parameters get you 90% of the way.
One slider in the Driving Animation category: Drift, range -90° to +90°. Set a value and the wheels turn into the slide, the body leans appropriately, counter-steer kicks in automatically. Keyframe it in Sequencer to choreograph entry, hold, and exit of a drift sequence.
Two multipliers fine-tune the look: DriftCounterSteerMult and DriftBodyLeanMult. The system uses spline curvature lookahead to anticipate corners, so counter-steering responds naturally. No simulation, no physics solver — pure parametric control. Frame-perfect, repeatable.
The headlight component accepts two types of inputs: IES Light Profile (.ies file) with true photometric data, or Texture2D for projection patterns. Five bundled IES profiles ship with the plugin: Modern LED, Xenon HID, Halogen, Fog Light, and Punctual.
You can adjust position, rotation, intensity, color, cone angle, and radius. By default headlights are mirrored — disable Mirror Headlight for asymmetric setups.
Movable Parts are anything that opens, closes, lifts, slides, or rotates: doors, windows, hood, trunk, seats, backrests, steering wheel, plus four extra accessory slots. 21 dedicated slots in total.
Each part uses a 0-to-1 animation value, keyframeable in Sequencer. Each part has a Mode (Hinges for rotation, Sliding for translation), a Pivot Offset set with a real-time gizmo, and a Max Angle or Max Slide Distance. Parent-child cascades are built in. The steering wheel rotates automatically with the car’s steering input.
Yes, anything you want to animate independently must be a separate mesh on import. Doors, hood, trunk, steering wheel, seats, backrests, windows — each one a separate static mesh. Pivots don’t need to be perfectly placed in Blender (the plugin handles pivot offsets in-engine via gizmo), but the geometry must be separated.
The plugin casts a ray downward per-wheel every frame to detect ground position and surface type. You can choose between Sphere trace or Line trace, set the radius and length, and optionally enable debug visualization.
The two-tier physics architecture decouples terrain from body dynamics: VehicleBase inherits raw pitch and roll from ground traces (wheels always touch the surface), while BodyPivot inherits only momentum-based effects on top. The car never clips through terrain while still delivering film-grade body dynamics. Works on landscape and static geometry alike.
The plugin reads Unreal’s Physical Materials and detects the surface type per wheel each frame (asphalt, dirt, grass, snow, gravel). That data gets pushed to Niagara as a SurfaceType parameter.
In Niagara, you can branch behavior based on surface: small smoke on asphalt, big dust on dirt, white particles on snow. One Niagara system handles all surfaces. The system also affects tire track decal appearance and can drive procedural audio variation via MetaSounds.
Yes, the plugin includes an AudioParameterComponent that pushes per-frame vehicle data to MetaSounds. When you enable Audio Data in the VFX category, the plugin streams values like engine RPM, throttle, brake input, slip amount, and wheel speed to your MetaSounds graph.
The plugin doesn’t include a MetaSounds engine system out of the box — you build the audio graph yourself. The plugin provides the data feed.
The cache system solves a specific production problem: physics calculations can have microscopic frame-to-frame variations between previews and final renders, especially on render farms. The cache eliminates it.
Workflow: finalize your shot, click Bake Cache, the plugin samples the entire physics state frame-by-frame and writes it to a Vehicle Cache Data Asset. Enable bUseCache and the rig plays back recorded values exactly. Every Movie Render Queue pass produces identical output. You can edit anything after baking (turn off cache, tweak, bake again).
After your shot is finalized, open the Export category, choose a format, set the frame range, specify output path. FBX exports geometry with keyframes (best for Maya, 3ds Max). Alembic bakes geometry per frame (best for Houdini, VFX pipelines). USD uses timeSamples and GeomSubsets (best for Omniverse). USDZ is packed USD for AR previews.
Material slot names are preserved across formats. Recommended workflow: Bake Cache first, confirm playback, then export.
Yes. The editor viewport gives you live preview during Sequencer scrubbing, and Movie Render Queue handles the final output. With cache enabled (STUDIO), MRQ renders are deterministic across multiple passes and render farm machines.
Three things to check: Wheel mesh assignment — confirm the wheel mesh is assigned in Import Setup. Ground Trace ray length — increase Trace Length for tall vehicles or steep terrain. Terrain collision — the terrain or static geometry must have collision enabled for raycasts to hit it.
One-time purchase via Fab. PRO is $179, STUDIO is $549. You own the plugin permanently for the version you bought. Future patches (1.0.x) are included free. Major version jumps (2.0+) may be paid upgrades but this is not planned for at least 12 months.
PRO is a single-seat license. STUDIO includes 5 seats — useful for small teams sharing the tool within one studio.
Unreal Engine 5.7 Plugin
True Ride Rig is available now on FAB.com. Choose the tier that fits your workflow and start creating cinematic automotive shots today.
Get It on FABAvailable on FAB.com (Epic Games Marketplace)
Documentation