Getting started
Getting started with the kart plugin
On this page
There are two ways to start: open the ready-made example project, or add the kart to a project you already have. Both take a few minutes.
Option 1: Using the example project
We highly recommend starting with the example project. It features:
- A ready to go track using a landscape and splines
- Offroad functionality
- Predefined project settings (FXAA instead of TSR or TAA to reduce smearing, correct exposure etc.)
- Download / purchase the plugin on Fab.
- Install the plugin to the engine.
- Download the example project here.
- Unzip and open the example project.
- Open the Example Track level, and hit Play!
- You are ready to go.
Option 2: Plugin only
If you do not want to use the example project, you can use the plugin normally in your existing projects as well.
- Download / purchase the plugin on Fab.
- Install the plugin to the engine.
- Open your project, go to Edit > Plugins, search for Kart Drifting Physics, tick it and restart the editor.
- Find the plugin Content folder and use the
BP_KartPawnBlueprint. In the Content Browser, click Settings and tick Show Engine Content (plugins installed to the engine stay hidden without it), then open Plugins > Kart Drifting Physics Content > Blueprints. - Drag the Blueprint into any level and set Auto Possess Player to Player 0 in the details panel. Or set up your own game mode logic and select
BP_KartPawnas the Default Pawn Class. - Configure the project physics settings (see below).
- You are ready to go from here.

Project physics settings
The kart runs on asynchronous physics at a fixed rate. Go into your project settings, then scroll down to Physics in the left side bar (Project Settings > Physics > Framerate), check Tick Physics Async and in Async Fixed Time Step Size enter 1/60 or 0.016667 (equals 60 Hz).
The example project already has these settings. The kart’s C++ class turns on Async Physics Tick Enabled (in the actor’s Physics category) for itself, so BP_KartPawn and its child Blueprints need nothing else. Every force default is tuned for this 60 Hz step, so keep 0.016667 unless you have a reason to change it. For another rate, see Tick Rate Independent Acceleration in Acceleration settings. Coming in 1.1
Why the kart needs a fixed step, and what it changes: async physics in Unreal Engine, on the blog.
Controls
The kart uses Enhanced Input. BP_KartPawn adds its input mapping context IMC_Kart by itself when a player takes control of it, so the controls also work in your own project. Keyboard and gamepad are both set up.
- To see or change the keys for throttle, steering and jump/drift, open
IMC_Kartin the plugin’s content. - In the example project, E or the upper face button of a gamepad gives a long test boost (see Boosts and items).
Next steps
- Tune how drifts feel in Kart drifting and drift boosts.
- Adjust speed, acceleration and turning.
- Coming from Chaos Vehicles? Read arcade kart physics vs Chaos Vehicles on the blog.
- Planning a multiplayer game? Read Multiplayer setup Coming in 1.1.
Not using the plugin yet? Get it on Fab.