Ever wanted to drive your AI-generated car in Unreal Engine 5? This is the complete pipeline — from generating references with AI, to Blender cleanup and rigging, all the way to a fully drivable vehicle with working physics.
No shortcuts. No "it just works" magic. This is the real workflow that actually produces production-safe results.
Reference Preparation
Everything starts with reference preparation. This happens before you even open Blender or Unreal.
The most important rule is simple:
🚗 The car must be split into two separate elements:
- Body — the car chassis (no wheels)
- Wheels — generated separately

Body Prompt Guidelines
Your body prompt should describe a clean, readable shape — not a production-ready asset. The AI handles shape; you handle the polish.
Recommended constraints:
- •
car without wheels - •
visible wheel cutouts - •
orthographic views - • At least four angles: side, front, rear, top (optional)
⚠️ Why You Should Avoid Interior and Glass
Strong recommendation: avoid interior and avoid transparent glass. Windows should be tinted or opaque.
Most generators currently fail at transparency. They mix interior and exterior geometry, destroy topology, and create visual noise. The result looks fine in a render and becomes useless in real-time 3D.
Wheel Generation
Wheels are generated separately due to their simple form. A basic prompt is enough:
- •
side view - •
tire profile view
This provides correct proportions and geometry suitable for rotation and physics. Using a generator with LowPoly Smart Mode works extremely well here — clean shapes, controlled polygon count, stable results.
Multi-View Car Generation
With all references ready, generate the car using a multi-view workflow, supplying all prepared images.


Model Optimization (Critical for UE5)
Before importing into Unreal Engine, your model must be optimized. AI-generated meshes often have way too many polygons for real-time rendering.
You have two main options:
Option 1: Decimate in Blender
- • Add
Decimatemodifier - • Use Collapse mode
- • Adjust ratio until you hit ~50K tris
- • Apply the modifier
Pro: Full control, free
Option 2: Hunyuan 3D Studio AI Retopology
- • Use built-in AI Topology feature
- • Set target poly count
- • AI preserves important details better
- • Cleaner edge flow for animation
Pro: Better topology, faster
Blender Cleanup (Mandatory)
After importing AI-generated meshes into Blender, cleanup is mandatory. AI geometry almost always contains duplicated vertices, which later cause holes, shading issues, and broken physics.
Merge by Distance
# For each imported mesh:
1. Enter Edit Mode
2. Select all (A)
3. Run Merge by Distance
This removes overlapping vertices and prevents invisible gaps in geometry.
Shading Setup
1. Switch to Object Mode
2. Right-click the mesh
3. Select Shade Auto Smooth
This ensures correct normal smoothing and clean reflections — critical for car body panels.
Wheel Placement & Naming
With body and wheels ready, continue working in Blender.
Wheel Placement:
- • Manually place wheels into the body
- • Each wheel must have its origin at the exact center
- • Use
Set Origin → To Geometry

Orientation & Naming:
- • Rotate the car so it faces positive X
- • Body mesh:
body - • Wheels:
FL,FR,RL,RR(Front Left, Front Right, Rear Left, Rear Right)
Reset Transforms
Before rigging:
Apply Rotation and Scale: Ctrl + A → Rotation and Scale
Ensure Scale = 1 on all meshes
Vehicle Rigging in Blender
Use the free addon: Unreal Engine Vehicle Base Rigging Addon
Get the Free Addon
Rigging Steps:
- Assign the vehicle base mesh
- Assign all wheels
- Run
Upscale Object - Run
Set Unit Scale - Click
Rig Vehicle
Export from Blender

Export Settings:
- • Format: FBX
- • Forward: X
- • Up: Z
- • Disable Add Leaf Bones
- • Disable animation export
Unreal Engine 5 Project Setup
Create the project using the Vehicle (Chaos Vehicle) template. This ensures:
- Chaos Vehicle Movement Component is available
- Correct input mappings
- Proper physics defaults
Enable Chaos Vehicles Plugin
1. Go to Edit → Plugins
2. Search for Chaos
3. Enable Chaos Vehicles Plugin
4. Restart the editor
Import & Physics Asset Setup
After importing the FBX, you should have: Static Mesh, Skeletal Mesh, and Physics Asset. Start with the Physics Asset.



Wheel Collision:
- • Select all wheel bones
- • Set Primitive Type to Capsule
- • Generate bodies
Body Collision:
- • Select the root/body
- • Use Single Convex Hull or Box
- • Generate collision
Wheel Physics Settings
• Physics Type → Kinematic
• Collision Response → Disable
If you skip this, your car will launch into space on spawn. Don't ask how I know.
Creating the Vehicle Blueprint
Create a Blueprint with class: Vehicle Advanced Pawn Base

In your Blueprint (BP_911):
- • Assign the Skeletal Mesh
- • Assign materials
- • Adjust camera via
Spring Arm → Target Arm Length
Wheel Blueprints (Chaos Vehicle Wheel)



BP_FW (Front Wheels)
- • Axle Type: Front
- • Affected by Steering: Enabled
- • Affected by Engine: Enabled
- • Wheel Radius: 40
- • Wheel Width: 45
BP_RW (Rear Wheels)
- • Axle Type: Rear
- • Affected by Steering: Disabled
- • Affected by Engine: Enabled
- • Affected by Handbrake: Enabled
- • Wheel Radius: 40
- • Wheel Width: 45
Assigning Wheels and Bones
In Wheel Setups inside your vehicle Blueprint:

| Slot | Wheel Class | Bone Name |
|---|---|---|
| 0 | BP_FW | FR |
| 1 | BP_RW | RR |
| 2 | BP_FW | FL |
| 3 | BP_RW | RL |
Setting the Default Pawn
In World Settings → Game Mode:

Set Default Pawn Class to BP_911
🔧 Common Problems and Fixes
Car jumps or launches upward on start
Wheel collision is not disabled in the Physics Asset. Go back and set Collision Response to Disable.
Car flips over or behaves unstably
Rotation or scale was not applied in Blender before export. Use Ctrl+A → Rotation and Scale.
Car scrapes the ground or barely moves
Wheel radius is incorrect. Check the actual wheel size and adjust the values in wheel blueprints.
Nothing appears and player falls through the world
The PlayerStart actor is placed too low. Move it up on the Z axis so the vehicle spawns above ground.

✅ Result
At this point:
- The car spawns correctly
- The vehicle is fully drivable
- Geometry is clean
- Shading is correct
- Physics are stable
- Blueprint setup is reliable
This is a complete, production-safe pipeline from AI reference to a working vehicle in Unreal Engine 5.
