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manual:subwaysim:vehicle_development:simple_vehicle_blueprint [2025/12/19 09:40] 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&300|}} {{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_3.png?direct&300|}}
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 ---- ----
- 
 ===== 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 
  
-{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_5.png?direct&600|}}+==== 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
  
-===== Collision Settings =====+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 ====
  
 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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   * Locate the **Collision** section   * Locate the **Collision** section
   * Set **Collision Preset** to **Vehicle**   * Set **Collision Preset** to **Vehicle**
- 
-This step is mandatory. 
  
 {{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_6.png?direct&400|}} {{: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 +==== Positioning the Scene Components ====
-  * **Bogie2** – Second bogie +
-  * **Coupling_F** – Front coupling +
-  * **Coupling_B** – Rear coupling+
  
-{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_4.png?direct&400|}} +Correct positioning is critical:
- +
-These names are required so SubwaySim 2 can correctly identify each reference point. +
- +
----- +
- +
-===== Positioning the Scene Components ===== +
- +
-Correct positioning of these Scene Components 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 =====
  
-===== Initializing Bogie Data =====+==== Initializing Bogie Data ====
  
-After adding the required components, we now need to initialize the bogie data so SubwaySim 2 knows where the bogies are located and how to handle them during simulation.+After adding all required components, the bogie data must be initialized.
  
-To do this, open the **Event Graph** of your Vehicle Blueprint and add the following node chain:+This setup is done in the **Event Graph** of the Vehicle Blueprint.
  
-Event Initialize Bogies → Add Bogie → Add Bogie+==== Adding the Required Nodes ====
  
-This creates two bogie entries (one for each bogie).+Open the **Event Graph**.
  
-----+Add the initialization event: 
 +  * Right-click → **Event Initialize Bogies**
  
-===== Linking the Scene Components =====+{{:manual:subwaysim:simple_vehicle_blueprint:bp_bogie1.png?direct&300|}}
  
-Each **Add Bogie** node must be linked to the corresponding Scene Component created earlier:+Add two bogie nodes: 
 +  * Right-click → **Add Bogie** 
 +  * Repeat until you have **two Add Bogie nodes**
  
-  * First **Add Bogie** → assign **Bogie1** +==== Preparing the Bogie Data ====
-  * Second **Add Bogie** → assign **Bogie2**+
  
-{{:manual:subwaysim:simple_vehicle_blueprint:vehiclebp_7.png?direct&400|}}+For each **Add Bogie** node: 
 +  * Right-click the **Bogie Data** pin 
 +  * Select **Split Struct Pin**
  
-Make sure you select the correct Scene Components, otherwise the bogie positions will be wrong and the vehicle will not be placed correctly on the track.+{{:manual:subwaysim:simple_vehicle_blueprint:bp_bogie3.png?direct&200|}}
  
-Once both bogies are added and linked, the bogie initialization is complete.+==== Assigning the Bogie Scene Components ====
  
-(Continuation followsfurther setup of couplings, AI placement, and additional vehicle configuration.)+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 ===== ===== Completion of the Simple Vehicle Blueprint =====
  
-With the bogie data initialized, the setup of the **Simple Vehicle Blueprint** is complete.+With the bogie data initialized, the **Simple Vehicle Blueprint** setup is complete.
  
-This blueprint structure is intentionally kept minimal and is suitable for:+This blueprint is suitable for:
   * Simple AI-controlled vehicles   * Simple AI-controlled vehicles
   * Static or basic rolling stock   * Static or basic rolling stock
-  * Vehicles without interactive systems or advanced functionality +  * Vehicles without interactive systems
- +
-It provides only the essential components required for correct placement on the tracks and basic movement within SubwaySim 2.+
  
 ---- ----
- 
 ===== Important Note ===== ===== Important Note =====
  
-This setup **does not** include:+This setup **does not include**:
   * Player interaction   * Player interaction
   * Advanced vehicle systems   * Advanced vehicle systems
-  * Door, coupling, or cab interaction logic +  * Door, coupling, or cab logic 
-  * Additional animation or gameplay features +  * Extended animation or gameplay features
- +
-At this point, the basic structure of the Vehicle Blueprint is complete. +
-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.+For vehicles requiring more advanced functionality, continue with: 
 +[[manual:subwaysim:vehicle_development:complex_vehicle_blueprint|Creating a Complex Vehicle Blueprint]]
  
 {{page>manual:footer}} {{page>manual:footer}}
  
manual/subwaysim/vehicle_development/simple_vehicle_blueprint.1766133618.txt.gz · Last modified: by dcs

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