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manual:subwaysim:vehicle_development:simple_vehicle_blueprint

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:

  • What is loaded into the game
  • How the vehicle is positioned on the tracks
  • Where bogies and couplings are located
  • How the vehicle interacts with the simulation

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:

  • Right-click
  • Select Blueprint Class
  • Click All Classes
  • Search for Rail Vehicle
  • Select it and click Select

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

Name the Blueprint using a clear naming convention:

  • Prefix: BP_
  • Example: `BP_TestVehicle`

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:

  • Click Add in the Components panel
  • Search for Skeletal Mesh

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

Example:

  • Exterior – exterior vehicle mesh

In the Details panel:

  • Assign the Skeletal Mesh that was imported earlier

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: 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:

  • Locate the Collision section
  • Set Collision Preset to Vehicle

Without this setting:

  • Physics Asset collisions will not be applied correctly
  • The vehicle may not collide properly with the environment
  • Interaction and physics behavior can break in-game

Bogie and Coupling Setup

Scene Components for Bogies and Couplings

Add four Scene Components:

  • Bogie1 – first bogie
  • Bogie2 – second bogie
  • Coupling_F – front coupling
  • Coupling_B – rear coupling

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

Positioning the Scene Components

Correct positioning is critical:

  • Bogie1 / Bogie2
    • Origin at the exact center of the bogie
    • Z-position must be 0
  • Coupling_F / Coupling_B
    • Origin at the rotation or mounting point of the Scharfenberg coupling

These reference points are used by SubwaySim 2 to:

  • Place the vehicle on the tracks
  • Calculate correct alignment
  • Connect vehicles into train formations

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:

  • 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 BogieBogie1
  • Second Add BogieBogie2

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:

  • 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: Creating a Complex Vehicle Blueprint

manual/subwaysim/vehicle_development/simple_vehicle_blueprint.txt · Last modified: by dcs

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