manual:subwaysim:vehicle_development:simple_vehicle_blueprint
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| manual:subwaysim:vehicle_development:simple_vehicle_blueprint [2025/12/19 09:23] – dcs | manual:subwaysim:vehicle_development:simple_vehicle_blueprint [2026/01/07 09:36] (current) – dcs | ||
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| ====== Creating a Simple Vehicle Blueprint ====== | ====== Creating a Simple Vehicle Blueprint ====== | ||
| + | |||
| + | ===== Overview ===== | ||
| In this chapter, we will create a **Simple Vehicle Blueprint**. | In this chapter, we will create a **Simple Vehicle Blueprint**. | ||
| Line 14: | Line 16: | ||
| ---- | ---- | ||
| - | |||
| ===== Creating the Vehicle Blueprint ===== | ===== Creating the Vehicle Blueprint ===== | ||
| + | |||
| + | ==== Creating the Blueprint Asset ==== | ||
| As a first step, we create an empty Vehicle Blueprint. | As a first step, we create an empty Vehicle Blueprint. | ||
| Line 22: | Line 25: | ||
| `SubwaySim_SDK_Testplugin_Content/ | `SubwaySim_SDK_Testplugin_Content/ | ||
| + | |||
| + | {{: | ||
| Inside the **Content Drawer**: | Inside the **Content Drawer**: | ||
| Line 29: | Line 34: | ||
| * Search for **Rail Vehicle** | * Search for **Rail Vehicle** | ||
| * Select it and click **Select** | * Select it and click **Select** | ||
| + | |||
| + | {{: | ||
| This creates a new Blueprint based on the Rail Vehicle class. | This creates a new Blueprint based on the Rail Vehicle class. | ||
| Line 37: | Line 44: | ||
| ---- | ---- | ||
| + | ===== Vehicle Blueprint Setup ===== | ||
| - | ===== Opening the Vehicle Blueprint | + | ==== Opening the Vehicle Blueprint ==== |
| Open the newly created Vehicle Blueprint. | Open the newly created Vehicle Blueprint. | ||
| Line 45: | Line 53: | ||
| This is expected and serves as the foundation for assembling the vehicle. | This is expected and serves as the foundation for assembling the vehicle. | ||
| - | ---- | + | ==== Setting the Lua Class Name ==== |
| - | + | ||
| - | ===== Setting the Lua Class Name ===== | + | |
| Before adding any components, we must define which Lua class this vehicle belongs to. | Before adding any components, we must define which Lua class this vehicle belongs to. | ||
| - | In the **Details** panel of the Vehicle Blueprint, locate the field: | + | In the **Details** panel of the Vehicle Blueprint, locate the field **Lua Class Name** |
| - | + | ||
| - | **Lua Class Name** | + | |
| - | + | ||
| - | Set this value to: | + | |
| `RailVehicle` | `RailVehicle` | ||
| + | |||
| + | {{: | ||
| This step is required so SubwaySim 2 knows which Lua logic is responsible for controlling this vehicle. | This step is required so SubwaySim 2 knows which Lua logic is responsible for controlling this vehicle. | ||
| ---- | ---- | ||
| - | |||
| ===== Adding Required Components ===== | ===== Adding Required Components ===== | ||
| - | To ensure the vehicle can be placed correctly on the tracks and function properly in SubwaySim 2 (including AI usage), several components must be added. | + | ==== Skeletal Mesh Component ==== |
| - | + | ||
| - | ===== Skeletal Mesh Component | + | |
| Add a Skeletal Mesh component: | Add a Skeletal Mesh component: | ||
| Line 76: | Line 77: | ||
| Example: | Example: | ||
| - | * **Exterior** | + | * **Exterior** |
| In the **Details** panel: | In the **Details** panel: | ||
| * Assign the Skeletal Mesh that was imported earlier | * Assign the Skeletal Mesh that was imported earlier | ||
| - | * Make sure it already has the correct Animation Blueprint and Control Rig assigned | ||
| - | ===== Collision Settings | + | ==== Assigning the Animation Blueprint ==== |
| + | |||
| + | To enable animations (including the Control Rig), the Animation Blueprint must be assigned manually. | ||
| + | |||
| + | In the **Details** panel of the Skeletal Mesh component: | ||
| + | * Locate **Anim Class** | ||
| + | * Select the **Animation Blueprint (ABP_)** created earlier | ||
| + | |||
| + | Use the Animation Blueprint defined in the chapter: | ||
| + | [[manual: | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== Collision Settings ==== | ||
| To ensure that the vehicle uses the collision data defined in the Physics Asset, the collision preset must be set correctly. | To ensure that the vehicle uses the collision data defined in the Physics Asset, the collision preset must be set correctly. | ||
| Line 90: | Line 103: | ||
| * Set **Collision Preset** to **Vehicle** | * Set **Collision Preset** to **Vehicle** | ||
| - | This step is mandatory. | + | {{: |
| Without this setting: | Without this setting: | ||
| - | * The Physics Asset collisions will not be applied correctly | + | * Physics Asset collisions will not be applied correctly |
| * The vehicle may not collide properly with the environment | * The vehicle may not collide properly with the environment | ||
| * Interaction and physics behavior can break in-game | * Interaction and physics behavior can break in-game | ||
| + | ---- | ||
| + | ===== Bogie and Coupling Setup ===== | ||
| - | ----- | + | ==== Scene Components for Bogies and Couplings ==== |
| - | ===== Scene Components | + | Add four **Scene Components**: |
| + | * **Bogie1** – first bogie | ||
| + | * **Bogie2** – second bogie | ||
| + | * **Coupling_F** – front coupling | ||
| + | * **Coupling_B** – rear coupling | ||
| - | Next, we need to add **Scene Components**, | + | {{: |
| - | Add four Scene Components: | + | The naming of these components is **mandatory** and must follow this exact structure. |
| - | | + | |
| - | * Search for **Scene** (Utility → Scene Component) | + | |
| - | The naming of these components is **extremely important** and must follow this exact structure: | + | ==== Positioning the Scene Components ==== |
| - | * **Bogie1** – First bogie | + | Correct positioning is critical: |
| - | * **Bogie2** – Second bogie | + | |
| - | * **Coupling_F** – Front coupling | + | |
| - | * **Coupling_B** – Rear coupling | + | |
| - | + | ||
| - | These names are required so SubwaySim 2 can correctly identify each reference point. | + | |
| - | + | ||
| - | ===== Positioning the Scene Components ===== | + | |
| - | + | ||
| - | Correct positioning | + | |
| * **Bogie1 / Bogie2** | * **Bogie1 / Bogie2** | ||
| - | * The origin must be exactly | + | * Origin |
| * Z-position must be **0** | * Z-position must be **0** | ||
| - | | + | |
| * **Coupling_F / Coupling_B** | * **Coupling_F / Coupling_B** | ||
| - | * The origin must be placed | + | * Origin |
| - | SubwaySim 2 uses these reference points | + | These reference points are used by SubwaySim 2 to: |
| - | * Determine how the vehicle | + | * Place the vehicle on the tracks |
| - | * Calculate correct | + | * Calculate correct alignment |
| * Connect vehicles into train formations | * Connect vehicles into train formations | ||
| Incorrect positioning will result in faulty coupling behavior or incorrect track placement. | Incorrect positioning will result in faulty coupling behavior or incorrect track placement. | ||
| - | At this point, the basic structure | + | ---- |
| + | ===== Bogie Initialization ===== | ||
| + | |||
| + | ==== Initializing Bogie Data ==== | ||
| + | |||
| + | After adding all required components, the bogie data must be initialized. | ||
| + | |||
| + | This setup is done in the **Event Graph** | ||
| + | |||
| + | ==== Adding the Required Nodes ==== | ||
| + | |||
| + | Open the **Event Graph**. | ||
| + | |||
| + | Add the initialization event: | ||
| + | * Right-click → **Event Initialize Bogies** | ||
| + | |||
| + | {{: | ||
| + | |||
| + | Add two bogie nodes: | ||
| + | * Right-click → **Add Bogie** | ||
| + | * Repeat until you have **two Add Bogie nodes** | ||
| + | |||
| + | ==== Preparing the Bogie Data ==== | ||
| + | |||
| + | For each **Add Bogie** node: | ||
| + | * Right-click the **Bogie Data** pin | ||
| + | * Select **Split Struct Pin** | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ==== Assigning the Bogie Scene Components ==== | ||
| + | |||
| + | Assign the Scene Components to the bogies: | ||
| + | |||
| + | * First **Add Bogie** → **Bogie1** | ||
| + | * Second **Add Bogie** → **Bogie2** | ||
| + | |||
| + | {{: | ||
| + | |||
| + | This ensures SubwaySim 2 knows the exact position of each bogie. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | ===== Completion of the Simple Vehicle Blueprint ===== | ||
| + | |||
| + | With the bogie data initialized, | ||
| + | |||
| + | This blueprint is suitable for: | ||
| + | * Simple AI-controlled vehicles | ||
| + | * Static or basic rolling stock | ||
| + | * Vehicles without interactive systems | ||
| + | |||
| + | ---- | ||
| + | ===== Important Note ===== | ||
| + | |||
| + | This setup **does not include**: | ||
| + | * Player interaction | ||
| + | * Advanced vehicle systems | ||
| + | * Door, coupling, or cab logic | ||
| + | * Extended animation or gameplay features | ||
| + | |||
| + | For vehicles requiring more advanced functionality, | ||
| + | [[manual: | ||
| + | {{page> | ||
manual/subwaysim/vehicle_development/simple_vehicle_blueprint.1766132616.txt.gz · Last modified: by dcs
