FJX Visuals - GrandPa:Sentinel – Apocalypse Truck

Demo video
Purchase link for Blender Skeletal Binding Version

PRODUCT OVERVIEW

A fully controllable and integratable post-apocalyptic truck interactive asset for Unreal Engine.

Developed with Unreal Engine 5.4.4 and powered by the Chaos Vehicle plugin to deliver realistic vehicle physics, driving behavior, and suspension simulation.

This asset is ideal for projects that require realistic vehicle control, interactive demonstrations, and military or simulation-style gameplay.

IMPORTANT: Please make sure the Chaos Vehicle plugin is enabled before adding this project to your own.

KEY FEATURES

1. Fully drivable truck with complete Enhanced Input key mapping.

2. Realistic suspension system with a fully skeletal-bound chassis for accurate physical response.

3. Authentic gear shifting behavior.

4. Interactive cabin elements:

- Controllable windshield wipers

- Operable doors

- Functional vehicle lights

- Steering wheel synchronized with vehicle steering

5. Integrated Quad .50 Cal Machine Gun Turret Interactive Weapon System.

This system includes complete firing logic, mechanical animations, camera systems, and configurable parameters.

It is suitable for vehicle-mounted weapons, fixed defense installations, and realistic or post-apocalyptic combat scenarios.

6. Modular vehicle structure:

- Chassis

- Cabin

- Cabin armor

- Cabin armor props

- Cargo compartment

- Cargo props

- Turret components

All components except the chassis can be mounted or removed freely.

7. Realistic exhaust smoke, firing smoke, and hit impact effects.

QUICKLY ADJUSTABLE PARAMETERS

All key variables are exposed in the BP_GrandPa_Sentinel_Chassis blueprint for fast testing and customization.

GrandPa_Sentinel

- Supports mounting or removing:

- Cabin

- Cabin armor

- Cabin armor props

- Cargo compartment

- Cargo props

- Turret components

Quad .50 Cal Machine Gun Turret Interactive Weapon System

Weapon & Rotation Control

- Fire Rate: Controls firing interval / rate of fire

- Turret Rotation Speed (TPS / FPS):

Controls turret rotation speed separately for third-person and first-person views

Camera & Visual Controls (Effect Control)

- Hide Base Shield: Toggle visibility of the turret base shield

- Hide Gunner Shield: Toggle visibility of the gunner shield

- Field of View (TPS / FPS):

Adjusts FOV separately for third-person and first-person views

- Barrel Overheat Threshold:

Defines barrel overheating limits, useful for restricting sustained fire or triggering feedback effects

Target Distance & Firepower Calculation System

The turret includes three built-in target distance and fire convergence calculation modes,

which can be freely switched based on gameplay needs:

1. Target Actor Mode

Calculates distance by assigning a specific target Actor.

Suitable for locked targets or scripted scenarios.

2. Raycast Mode

Automatically calculates hit distance using raycast detection.

Suitable for free aiming and dynamic combat situations.

3. Manual Firepower Alignment Mode

Allows the player to manually control machine gun convergence angles.

Provides higher player involvement and tactical flexibility.

Related Adjustable Parameters:

- Trace Length: Maximum raycast distance

- Target Actor: Target Actor type

- Convergence Adjustment Speed: Speed of convergence angle adjustment

- Min / Max Distance: Effective target distance range

- Min Convergence Angle: Minimum convergence angle limit

Bullet Settings

- Muzzle Velocity: Initial bullet speed

- Max Muzzle Speed: Maximum bullet speed limit

- Bullet Lifespan: Bullet lifetime

- Base Damage: Base damage value

Bullet parameters can be adjusted independently to balance different enemy types or difficulty levels.

Universal Damage Interface Support (BPI_Damageable)

This asset uses the BPI_Damageable Blueprint Interface as a unified damage communication method.

Any Actor that implements the BPI_Damageable interface can receive damage from turret bullets,

making it easy to integrate with existing project damage systems.

CONTROLS

Vehicle Controls (Default Mode)

W / A / S / D – Drive vehicle

Space – Brake

Tab – Enter / Exit Turret Control Mode

Y – Toggle windshield wipers

L – Toggle cabin light

R – Reset vehicle

1 – 3 – Cabin door controls

Mouse Wheel – Adjust zoom level

Weapon Controls (Always Available)

Left Mouse Button – Fire weapon

Weapons can be fired at any time.

Turret rotation and turret camera control require Turret Control Mode.

Turret Controls

Press TAB to enter Turret Control Mode.

Mouse X / Y – Rotate turret

Right Mouse Button – Cycle turret camera views

Mouse Wheel – Adjust zoom level

Advanced Fire Control(Manual Firepower Alignment Mode only)

Up Arrow – Reduce convergence angle

Down Arrow – Increase convergence angle

Technical Notes

Engine: Unreal Engine (Blueprint-based implementation)

All control logic is centrally managed with a clean and well-structured design

Supports fast integration and easy secondary development