# Replicated Vehicles \[Experimental]

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**Experimental:** This feature is experimental. It has not been widely tested, may be incomplete, and is subject to change at any time.
{% endhint %}

## Morpheus Vehicles

Vehicles in Morpheus can replicate so that they look physically simulated in lod0. This works with any Unreal Vehicle pawn.

You'll need to set your Morpheus Character's pawn to use your vehicle pawn using [pawn sets](https://docs.msquared.io/creation/unreal-development/getting-started/differences-in-unreal-development-workflow/msquared-character-configuration#pawn-sets). Then, for any Morpheus Character that can become a vehicle, you need to add the *Morpheus Vehicle Component* to the class.

![](/files/UUotJL7F7sp100edE3iL)

The Morpheus Vehicle Component will:

* Disable physics simulation on non-auth vehicle pawns, so that it can be handled by Morpheus.
* Handle replication and simulation of user inputs, so that the wheels and suspension animates correctly.

Note that this is not supported in the crowd.

## Vehicle Gym

An example VehicleGym map is provided in the *M2 Extras: Vehicle Content* plugin which demonstrates how to use replicated vehicles in Morpheus.

## Current limitations

* Vehicles are not supported at high scale (\~1,000s), and vehicles will only display correctly in lod0. You'll need to specify your pawn set to render nothing / have a fall back if there are sufficient players in your game to use the crowd.
* Vehicles must be spawned with client authority for the client that is going to drive the vehicle. You cannot have a vehicle present in the world ready for any client to get into; for this to work, you'd need to delete the vehicle that's in the world and spawn a new vehicle for the client to drive.
* Player avatars attached to the vehicle that they're driving (so the player is inside the car driving it) is not supported.


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