**No C++ is needed, this works as Rama’s Victory plugin - it adds extra nodes and classed to BP. There is no need to write C++ code unless you really want to **
The long term plan is to extend plugin with more functions which a necessary for physics calculations and add more components that can be used as building blocks to model whatever you want. Components such as wheels, tracks, springs, suspension, airfoil, engine, gear box and many more. Small building blocks which can be assembled into a working machine, be it a regular vehicle, tank, airplane, spaceship and etc. I’m personally interested in all kind of unusual and not too common machines and vehicles. When it comes to modelling them you find that pre-canned solutions are not too useful. Hopefully a toolkit like this will make it easier.
Content example together with compiled plugin, can be found here:
You don’t have to use Git to get a copy of it, there is a button "Download ZIP "to get a zip archive of the repository.
C++ source code is included for your convenience, you don’t have to do anything with it.
To use plugin in your own project just copy folder “Plugins” from this repository into main folder of your project. Blueprint projects will pick it up automatically. For C++ project you need to regenerate your solutions file.
Compiled version of the MMT_Content can be downloaded from here:
[MMT Content Compiled]](https://www.dropbox.com/s/rb8mebjfleo9vs1/MMT_Content.zip?dl=0)
Plugin only repository, if you want to track changes in plugin code only:
Examples are split into two levels:
Simple Examples - are minimal pieces of code to show particular functionality
Land Vehicles - are more feature complete examples of physically simulated vehicles
Airplanes - simple landscape of 8 x 8 km size with two landing strips for airplanes
New type of sprocket and support for two-piece link tracks:
Improved track animation:
Announcement post: https://forums.unrealengine.com/comm…514#post968514
Track simulation (WIP)
Announcement post: https://forums.unrealengine.com/show…l=1#post642895
Steering tank with clutches:
Modular Drive Train (WIP)
Announcement post: https://forums.unrealengine.com/show…l=1#post526489
Fokker DrI - WW1 fighter airplane
Announcement post: https://forums.unrealengine.com/show…l=1#post499612
Announcement post: https://forums.unrealengine.com/show…l=1#post494846
Previous project “Tracked Vehicles” merged into MMT and supports physics sub-stepping:
Announcement post: https://forums.unrealengine.com/show…l=1#post487582
Announcement post: https://forums.unrealengine.com/show…l=1#post484620
Using PID controller for steering
Announcement post: https://forums.unrealengine.com/show…l=1#post476609
Some things are not meant to fly but they can
Announcement post: https://forums.unrealengine.com/show…l=1#post495946
All this won’t be possible without contribution of the following people:
PhoenixBlack, added changes to the engine which allow to run custom physics during sub-stepping using C++: https://github.com/EpicGames/UnrealEngine/pull/585
0lento, for providing example and explanation on how calculations for custom physics during sub stepping can be executed from blueprints: https://forums.unrealengine.com/show…l=1#post454068
Thank you, guys!
Video Tutorial - How to get your own tracked vehicle plugged into the system
OldRaven made this great video tutorial on how to setup your own tank using these blueprints. Thank you, OldRaven!
Tutorial is build on the basis of Tracked Vehicles project and should work exactly the same in MMT.
First part - how to change visual model: https://www.youtube.com/watch?v=nCYYWorsYpQ
Second part - wiring of wheels and suspension: https://www.youtube.com/watch?v=o9c37zGH6U0
Third Part - setting up the splines for track animation: https://www.youtube.com/watch?v=xNT8td3hkS4