[OPEN-SOURCE] Machinery Modelling Toolkit

Hi there, glad to hear from you!

So the situation with 3-rd party plugins is following - if you have a content only project (only BP code) and want to add a 3-rd party plugin (which is not Substance, or other plugins endorsed by Epic) then you will have to turn your project into c++ project, in order to be able to package it. It’s easier than it sounds, but has a number of side effects, such as some complications when making game for IOS or Android. You can read more about this issue here:

So far, I was keeping MMT Content as content only project, so you can open it with just an editor and play with it. But you can’t package it, because of custom c++ plugin - MMT Plugin. When you want to compile/package your project, you need to have Visual Studio installed and add a single dummy c++ class into your project. This process is irreversible as far as I know. So in my case, to get executable of MMT Content, I would just clone it and then turn into c++ project by adding a single c++ class from UE4 editor.

I wonder what wold happen if I turn MMT Content master branch into c++ project. Would it be possible for people without Visual Studio installed to open it in editor? - I’ll check on this.

I’m afraid we have to scrap constraint based setup for tank suspension. I wasn’t able to get rid of jittering and overall we are rather limited in how constraints can be tuned. On top of that, they are performance heavy, in my last tests, about 30% of the frame time is spend on synchronizing positions of the rigid bodies and with constraint based setup we use quite a few rigid bodies just for suspension alone.
New approach is to animate suspension using AnimationBP (which hopefully supports culling and LODs) and calculate suspension using sweeps, sphere traces or ray traces.
If you focus on other features for now, I’ll help you with setting up new system for suspension and traction when I’m done with it.