Table of Contents

Creating a Simple Vehicle Blueprint

Overview

In this chapter, we will create a Simple Vehicle Blueprint.

Vehicle Blueprints are responsible for combining all previously created assets — such as the Skeletal Mesh, Animation Blueprint, and Control Rig — into a single, functional vehicle entity.

They define:

In simple terms, the Vehicle Blueprint acts as the master container for everything related to the vehicle that will later be spawned and used in SubwaySim 2.


Creating the Vehicle Blueprint

Creating the Blueprint Asset

As a first step, we create an empty Vehicle Blueprint.

Navigate to the root folder of your vehicle, for example:

`SubwaySim_SDK_Testplugin_Content/TestVehicle`

Inside the Content Drawer:

This creates a new Blueprint based on the Rail Vehicle class.

Name the Blueprint using a clear naming convention:


Vehicle Blueprint Setup

Opening the Vehicle Blueprint

Open the newly created Vehicle Blueprint.

You will now see an empty Blueprint with no components assigned yet. This is expected and serves as the foundation for assembling the vehicle.

Setting the Lua Class Name

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 and set it to:

`RailVehicle`

This step is required so SubwaySim 2 knows which Lua logic is responsible for controlling this vehicle.


Adding Required Components

Skeletal Mesh Component

Add a Skeletal Mesh component:

The name of this component can be chosen freely, but a clear structure is recommended.

Example:

In the Details panel:

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:

Use the Animation Blueprint defined in the chapter: Creating a Simple Animation Blueprint

Collision Settings

To ensure that the vehicle uses the collision data defined in the Physics Asset, the collision preset must be set correctly.

In the Details panel of the Skeletal Mesh component:

Without this setting:


Bogie and Coupling Setup

Scene Components for Bogies and Couplings

Add four Scene Components:

The naming of these components is mandatory and must follow this exact structure.

Positioning the Scene Components

Correct positioning is critical:

These reference points are used by SubwaySim 2 to:

Incorrect positioning will result in faulty coupling behavior or incorrect track placement.


Bogie Initialization

Initializing Bogie Data

After adding all required components, the bogie data must be initialized.

This setup is done in the Event Graph of the Vehicle Blueprint.

Adding the Required Nodes

Open the Event Graph.

Add the initialization event:

Add two bogie nodes:

Preparing the Bogie Data

For each Add Bogie node:

Assigning the Bogie Scene Components

Assign the Scene Components to the bogies:

This ensures SubwaySim 2 knows the exact position of each bogie.


Completion of the Simple Vehicle Blueprint

With the bogie data initialized, the Simple Vehicle Blueprint setup is complete.

This blueprint is suitable for:


Important Note

This setup does not include:

For vehicles requiring more advanced functionality, continue with: Creating a Complex Vehicle Blueprint