PhysX Vehicle reference

Quick lookup for public headers, buses, samples, and hard limits. Field-level authoring tables live in Components; workflows in Getting started, Wheeled, and Tracked.

Gem

ItemValue
Gem namePhysXVehicle
Depends onPhysX5, PhysXCommon, LmbrCentral
MaturityShipped
Physics backendPhysX 5 via AzPhysics (not NVIDIA Vehicle SDK)

Public includes

Gems/PhysXVehicle/Code/Include/PhysXVehicle/
├── VehicleControlBus.h
├── VehicleStateBus.h
├── VehicleNotificationBus.h
└── VehicleTypeIds.h

Configuration structs live under Code/Source/Configuration/ (editor / runtime serialization). They are not separate scriptable assets.

Buses (chassis entity id)

BusBehaviorContextKey APIs
VehicleControlRequestBusYes (PhysX Vehicle)SetThrottle, SetBrake, SetSteer, SetHandbrake, SetGear, SetTrackThrottle
VehicleStateRequestBusYesGetSpeed, GetEngineRpm, GetCurrentGear, wheel grounded / compression / ω / count, track speeds & travel
VehicleNotificationBusNo (C++ events)OnWheelGroundedChanged, OnGearChanged, OnVehicleAirborne
VehicleChassisTrackRequestBusNo (internal)Track ↔ Chassis configuration push

Components

EditorRuntime
PhysX Vehicle ChassisVehicleChassisComponent
PhysX Vehicle DriveVehicleDriveComponent
PhysX Vehicle TrackTrackComponent

Templates: VehicleTemplate = Sedan / OffRoad / Truck / Tank via MakeChassisTemplate / MakeTrackTemplate.

Sample asset

PathRole
Gems/PhysXVehicle/Assets/Scripts/VehicleDriveExample.luaStartingPointInput → control bus sample driver

Debug

SwitchValues / notes
Chassis Debug → Enabled (+ draw toggles)Per-vehicle
vehicle_DebugDraw0 per-vehicle, 1 force on, -1 force off
Show ImGuiRequires ImGui Gem + PHYSXVEHICLE_IMGUI_ENABLED

Limits

You can rely on:

  • Raycast wheeled + tracked simulation on PhysX 5;
  • Prefab-serialized component configs and editor templates;
  • Impulse forces each physics sub-step;
  • Scriptable control and state (Lua / Script Canvas / C++).

Do not assume:

  • NVIDIA PhysX Vehicle SDK integration;
  • Separate wheel rigid bodies or wheel colliders;
  • Soft tires, detailed aero, clutch / turbo modeling;
  • Pacejka Magic Formula (field reserved, unimplemented);
  • Enter / exit vehicle gameplay;
  • Multi-axle Truck (4-wheel simplification);
  • BehaviorContext reflection for notifications or live config mutation APIs.

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