Garage B14 - Shipping Port Digital Twin & Terminal Operations Simulator

The Shipping Port Digital Twin & Operations Simulator is a production-ready, modular framework designed for Unreal Engine 5. Built as an extensible operational layer, it converts static harbor environments into a dynamic, parametric container terminal simulation for command-and-control (C2) centers, logistics prototyping, and industrial visualization.

The framework simulates the end-to-end port cargo chain: Ship -> Quay Crane -> Terminal Truck -> Yard Crane -> Yard Stack (and reverse for exports). Every machine movement, container move, and ship arrival is calculated deterministically by the underlying engine rather than relying on pre-baked animations.

Key Features

  • Parametric Setup Menu: Configure vessel capacities, crane speeds, truck fleet sizes, yard occupancy starting levels, and critical alert thresholds before or during a simulation run.

  • Non-Destructive Component Architecture: Attached via BP_DigitalTwinComponent / C++ component. Drag and drop onto existing 3D assets without modifying original geometry or static meshes.

  • High-Performance Container Yard (HISM): Render 20,000+ containers across yard blocks utilizing Hierarchical Instanced Static Meshes to maintain low draw calls and smooth frame rates.

  • Deterministic Traffic & Crane Cycles: Spline-guided vehicle road networks with forward collision avoidance and multi-stage quay crane cycles.

  • Tactical Command HUD: Real-time KPI counters (TEU, vessel status, equipment load, yard capacity), live operations log, and active system alerts.

  • Contextual Asset Inspector: Left-click any working machine, vessel, or yard block to inspect real-time productivity, current container ID, and status. Features smooth camera focus (F key) and a interactive "Trigger Maintenance" failure toggle.

  • Yard Occupancy Heatmap: Toggleable Material Parameter Collection (MPC) overlay shading container blocks dynamically from Green (<50%) to Amber (50-80%) to Red (>80%).

  • Global Search: Top-bar search with auto-complete to instantly find and fly the camera to any asset, crane, or yard block by name or ID.

  • Subsystem Data Pipeline (REST/IoT Ready): Managed by a centralized GameInstanceSubsystem. Runs out-of-the-box with a synthetic mock data ticker and includes a clean JSON parsing structure ready for live REST/MQTT telemetry ingestion.

Technical Specifications
  • Engine Compatibility: Unreal Engine 5.8

  • Input: Keyboard & Mouse (RTS Spectator Pan/Orbit/Zoom controls)

  • Network Replication: No (Single-player / Enterprise Local Visualization)

  • Supported Platforms: Windows PC

  • Documentation Included: Complete architectural overview and implementation guide here

Hi Garage B14, your port simulator mentions a synthetic mock-data ticker and REST/MQTT-ready ingestion. Is live telemetry ingestion already implemented, or would a small optional mapping comparison be useful? I develop TitanTwin and could try mapping one synthetic crane-status feed to one existing entity, keeping your simulator intact. This would be a free, bounded validation test; UE 5.8 compatibility would need confirmation before any installation. No full project or source-code sharing or purchase commitment is required. If your current approach already covers this, no problem.

Hi, thanks for asking. Live telemetry ingestion isn’t implemented: the project runs on its built-in simulation, with no REST or MQTT client included. There is a C++ entry point for pushing external asset state, but connecting a live feed would take custom work. We’re not looking for a mapping test right now, but thanks for the offer, and good luck with TitanTwin.