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FiveM Vehicle Classes Explained (and Why They Matter)

· 6 min read · Updated

FiveM Vehicle Classes Explained (and Why They Matter)

Every FiveM vehicle belongs to a class. The class does not change how the car drives — that is all handling.meta — but it is the label scripts read to decide where the car shows up in shops, which race bracket it enters and how fast it burns fuel. Most owners ignore it, then wonder why a hatchback is listed with the supercars.

What vehicle class controls

  • What the GetVehicleClass native returns, which is what scripts check.
  • Categorization in dealerships, garages and class-based races.
  • Per-class settings in other scripts, such as fuel consumption or which vehicles a job may use.

Where it's set

Class is defined in the vehicle's vehicles.meta via the vehicleClass field, with values like VC_COMPACT, VC_SEDAN, VC_SUV, VC_SPORT, VC_SUPER, VC_MUSCLE, VC_OFF_ROAD and VC_EMERGENCY. Setting the wrong class is a common copy-paste mistake when modders clone a meta from another car. Note that framework shops keep their own category too: on QBCore the category in shared/vehicles.lua is what the dealership shows, so set both. Our guide to adding cars to QBCore, Qbox and ESX shops has the details.

Common classes

  • Super — top-tier exotics; pair with our supercars and hypercars.
  • Sports — JDM and performance coupes; see sport & JDM.
  • SUVs — utility and family haulers; browse SUVs.
  • Muscle — RWD American iron; see muscle.

Why it matters for balance

Class-based races and dealership filters assume the class is honest. A misclassed car either dominates a bracket it shouldn't or hides where players won't find it. Fixing class is a quick win when balance feels off — and it pairs well with proper handling tuning.

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