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manual:subwaysim:vehicle_development:simple_vehicle_blueprint [2025/12/19 09:36] dcsmanual: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**.
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 ---- ----
- 
 ===== 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.
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 ---- ----
 +===== Vehicle Blueprint Setup =====
  
-===== Opening the Vehicle Blueprint =====+==== Opening the Vehicle Blueprint ====
  
 Open the newly created Vehicle Blueprint. Open the newly created Vehicle Blueprint.
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 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**Lua Class Name**+In the **Details** panel of the Vehicle Blueprint, locate the field **Lua Class Name** and set it to:
  
-Set this value to:`RailVehicle`+`RailVehicle`
  
-{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_3.png?direct&400|}}+{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_3.png?direct&300|}}
  
 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:
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 Example: Example:
-  * **Exterior** (for the exterior vehicle mesh)+  * **Exterior** – exterior vehicle mesh
  
 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 
  
 +==== 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:subwaysim:vehicle_development:simple_animation_blueprints|Creating a Simple Animation Blueprint]] 
 + 
 +{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_5.png?direct&1000|}}
  
-===== Collision Settings =====+==== 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.
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   * Set **Collision Preset** to **Vehicle**   * Set **Collision Preset** to **Vehicle**
  
-This step is mandatory.+{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_6.png?direct&400|}}
  
 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 for Bogies and Couplings ====
  
-Next, we need to add **Scene Components**, which act as reference points for the simulation.+Add four **Scene Components**
 +  * **Bogie1** – first bogie 
 +  * **Bogie2** – second bogie 
 +  * **Coupling_F** – front coupling 
 +  * **Coupling_B** – rear coupling
  
-Add four Scene Components: +{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_4.png?direct&200|}}
-  * Click **Add** +
-  * Search for **Scene** (Utility → Scene Component)+
  
-The naming of these components is **extremely important** and must follow this exact structure+The naming of these components is **mandatory** and must follow this exact structure.
- +
-  * **Bogie1** – First bogie +
-  * **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 =====+==== Positioning the Scene Components ====
  
-Correct positioning of these Scene Components is critical.+Correct positioning is critical:
  
   * **Bogie1 / Bogie2**   * **Bogie1 / Bogie2**
-    * The origin must be exactly at the center of the respective bogie+    * Origin at the exact center of the bogie
     * Z-position must be **0**     * Z-position must be **0**
-  +
   * **Coupling_F / Coupling_B**   * **Coupling_F / Coupling_B**
-    * The origin must be placed at the rotation or mounting point of the Scharfenberg coupling+    * Origin at the rotation or mounting point of the Scharfenberg coupling
  
-SubwaySim 2 uses these reference points to: +These reference points are used by SubwaySim 2 to: 
-  * Determine how the vehicle is placed on the tracks +  * Place the vehicle on the tracks 
-  * Calculate correct vehicle alignment+  * Calculate correct alignment
   * Connect vehicles into train formations   * Connect vehicles into train formations
  
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 ---- ----
 +===== Bogie Initialization =====
  
-At this point, the basic structure of the Vehicle Blueprint is complete. +==== Initializing Bogie Data ====
-or vehicles that require more advanced functionality, please continue with the dedicated chapter: [[manual:subwaysim:vehicle_development:complex_vehicle_blueprint|Creating a Complex Vehicle Blueprint]]+
  
-That chapter builds upon the foundation created here and explains how to extend the Vehicle Blueprint with advanced systems and features.+After adding all required components, the bogie data must be initialized.
  
-{{page>manual:footer}}+This setup is done in the **Event Graph** of the Vehicle Blueprint.
  
 +==== Adding the Required Nodes ====
 +
 +Open the **Event Graph**.
 +
 +Add the initialization event:
 +  * Right-click → **Event Initialize Bogies**
 +
 +{{:manual:subwaysim:simple_vehicle_blueprint:bp_bogie1.png?direct&300|}}
 +
 +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**
 +
 +{{:manual:subwaysim:simple_vehicle_blueprint:bp_bogie3.png?direct&200|}}
 +
 +==== Assigning the Bogie Scene Components ====
 +
 +Assign the Scene Components to the bogies:
 +
 +  * First **Add Bogie** → **Bogie1**
 +  * Second **Add Bogie** → **Bogie2**
 +
 +{{:manual:subwaysim:simple_vehicle_blueprint:bp_bogie2.png?direct&300|}}
 +
 +This ensures SubwaySim 2 knows the exact position of each bogie.
 +
 +{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_7.png?direct&1000|}}
 +
 +----
 +===== Completion of the Simple Vehicle Blueprint =====
 +
 +With the bogie data initialized, the **Simple Vehicle Blueprint** setup is complete.
 +
 +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, continue with:
 +[[manual:subwaysim:vehicle_development:complex_vehicle_blueprint|Creating a Complex Vehicle Blueprint]]
 +
 +{{page>manual:footer}}
  
manual/subwaysim/vehicle_development/simple_vehicle_blueprint.1766133374.txt.gz · Last modified: by dcs

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