JP, you can't waste those vehicles in parking lots! First step is making a vehicle
property blueprint.
vehprop.jpeg
Most of the parameters are self explanatory. Each vehicle has to have one, if you want to use it in a traffic ribbon. Save that. I assume that you have a road blueprint. If you don't, I will send you a two lane US road procedural. PM me.
roadbp.jpeg
This is going to reference your traffic manager BP, as you can see. The Traffic manager BP is pretty simple:
TMBP.jpeg
So in summary, you need three different Blueprint files (BTW, all these are well explained in the TS developer docs):
1. The vehicle
properties blueprint, with the population (how many you want to show up), the speed, and the lane change probability, which is just fluff. Important- this is not the scenery BP for the geometry for the vehicle!
2. The road BP, which has the igs file of the procedural road and the reference to the all important traffic manager BP, which invites the particular vehicles to your road (under the vehicle models tab.
3. The Traffic Manager BP, which defines the lane width, density of traffic and a few other unimportant default variables.
In other words, you can have a vehicle blueprint, which you already have, or else they wouldn't show up, and you can have a procedural road blueprint, which merely allows you to lay a road down in the game, which won't necessarily have any traffic on it, until you tell it to. You tell it to do this with the traffic manager BP. This BP can be used for different 'road ribbons', if you want it to do so. In other words, you can make a one lane dirt road or a six lane highway with the same traffic manager BP. Hope this helps.
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Down another rabbit hole we go....