AN1 Ground Tank (UE 5.7) — Plug-and-Play Tank Framework (Content-Free)
AN1 is a plug-and-play ground tank framework for Unreal Engine 5.7.
Enable the plugin, assign your assets, wire inputs, hit Play.
Tested on: UE 5.7 (Blueprint project)
What’s included
Core C++ framework + example BP_Tank setup
Physics-based tank movement + braking
Turret + cannon aiming
MG fire + turret fire + smoke (example workflow)
Camera modes: TPP, Driver FPP, Gunner, Turret Monitor support
Animation workflow via AN1TankAnimInstance (exposed variables for pitch/roll, turret/gun, running gear, etc.)
Multiplayer-friendly configuration guidance (see below)
What you must provide
This plugin is content-free. You must provide your own:
Tank skeletal mesh + materials
VFX/SFX (engine, turret, fire, impacts), if desired
Any third-party demo assets used in media (not included)
Demo visuals notice (NOT included)
Screenshots/videos may show the free “M1A1 Abrams Tank (West)” asset by Vigilante Assets for visualization only.
This mesh/materials/textures are NOT included with AN1. To use the same visuals, download the asset separately from Fab/Marketplace.
Quick Setup (5–10 minutes)
Enable/Copy plugin to: YourProject/Plugins/AN1_Ground_Tank/
Enable plugin (Edit → Plugins) and restart editor
Drag BP_Tank into the level
Assign your tank mesh / sockets / (optional) weapons FX
Wire inputs (names below) and press Play
Inputs
Legacy Input action/axis names used by the example:
Axis: MoveForward, Turn, LookUp, LookRight, CameraZoomAxis, MonitorZoomin_Out
Actions: Brake, Aim, FireMG, FireTurret, DeploySmoke, ToggleCamera, CameraReset, DriverFPP_Toggle, DriverFPP_TurretAim_Toggle, MonitorResetZoom
Optional: MonitorZoom_In, MonitorZoom_Out
If you use Enhanced Input, map equivalent actions/axes and call the same BP functions.
Docs (Inputs + wiring screenshots): <YOUR_DOCS_URL>
Settings reference (screenshots): <YOUR_SETTINGS_URL>Inputs
Legacy Input action/axis names used by the example:
Axis: MoveForward, Turn, LookUp, LookRight, CameraZoomAxis, MonitorZoomin_Out
Actions: Brake, Aim, FireMG, FireTurret, DeploySmoke, ToggleCamera, CameraReset, DriverFPP_Toggle, DriverFPP_TurretAim_Toggle, MonitorResetZoom
Optional: MonitorZoom_In, MonitorZoom_Out
If you use Enhanced Input, map equivalent actions/axes and call the same BP functions.
Docs (Inputs + wiring screenshots): AN1 Inputs & Blueprint Wiring (Legacy Input)
Settings reference (screenshots): Settings Reference (Screenshots)
Required sockets (your mesh)
Your tank skeletal mesh should have the needed sockets for cameras/aim/monitor/weapons.
In the example setup you can configure socket names in BP (e.g. gunner camera / aim reset / turret monitor capture). Create the required sockets in the Skeletal Mesh Editor and assign them in BP.
Turret monitor (Render Target setup)
To display the turret/monitor feed inside the cockpit:
Create/assign a Render Target + Material
Apply that material to your cockpit monitor screen mesh/material slot
Configure the capture component / socket in BP as needed
Movement + Networking (What These Bools/Floats Do)
Movement (Forces / Handling)
Track Half Width (cm): Half the distance between left/right tracks; used to convert steering into differential drive/turning radius (affects turning feel and track speed math).
Engine Force: Base forward/reverse drive force from throttle.
Yaw Torque: Base turning torque from steering input (how strongly the tank rotates).
Brake Force: Strength of braking when Brake is held.
Lateral Friction: Sideways traction; higher = less drifting/sliding, lower = more skid.
Scale Forces to Mass (bool): Auto-scales Engine/Yaw/Brake forces based on the tank’s mass to keep similar “feel” across different weights.
Reference Mass (kg): Baseline mass used for scaling when Scale Forces to Mass is enabled.
Turn-in-Place Speed Threshold: Below this speed, steering switches to pivot/turn-in-place behavior.
Turn-in-Place Yaw Torque Multiplier: Extra yaw torque applied while pivoting.
Turn-in-Place Lateral Friction Scale: Scales sideways traction during pivot to avoid “sticking”/jitter while turning in place.
Networking (Responsiveness / Proxy Behavior)
Force Net Update on Input Start (bool): Forces an immediate replication update when input begins (reduces perceived input lag).
Net Update Input Start Threshold: Minimum input change needed to trigger that forced update (prevents tiny-change spam).
Net Update Burst Frames: Forces extra net updates for the next N frames after input starts (smooths starts over the network).
Disable Force Drive on Sim Proxy… (bool): If enabled, simulated proxies stop locally applying drive forces while receiving replicated movement (prevents “double-driving”).
Disable Probe Work on Sim Proxy… (bool): If enabled, simulated proxies skip ground/step probe work for performance (server/owner remains authoritative).
Recommended physics settings (especially for multiplayer)
Project Settings:
Engine → Physics → Framerate: Tick Physics Async (recommended)
Engine → Physics → Replication: Enable Physics Prediction
Engine → Physics → Replication: Enable Physics History Capture
AN1 works without these, but prediction/history capture improves stability for networked physics/resimulation.
MP test tip: Lock FPS to 60 (t.maxfps 60) for consistent physics/network timing.
PIE: Run Under One Process = OFF. Listen Server: Launch Separate Server = ON.
Video
Full Setup + SP/MP Test (UE 5.7): YouTube C++ Plugin Only (No Assets Included)
Playable Demo:
Note: The playable demo includes test-only tank mesh/audio/VFX; these assets are not included—plugin is code-only (movement system).
Support
Email: jbkm66777@gmail.com
Documentation/Support URL: Documentation