AT : Games - Ground Tank

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)
  1. Enable/Copy plugin to: YourProject/Plugins/AN1_Ground_Tank/

  2. Enable plugin (Edit → Plugins) and restart editor

  3. Drag BP_Tank into the level

  4. Assign your tank mesh / sockets / (optional) weapons FX

  5. 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).

Demo Test only

Support

Email: jbkm66777@gmail.com

Documentation/Support URL: Documentation