Table of Contents

Creating a Simple Animation Blueprint

An Animation Blueprint (ABP) is responsible for managing and processing all animation-related logic of a vehicle in SubwaySim 2.

It receives simulation data, calculates bone transformations, and forwards the final animation pose to the Vehicle Blueprint, which then applies it to the Skeletal Mesh.

This chapter focuses on creating a simple Animation Blueprint, which is sufficient for:

More advanced animations such as couplings, doors, or additional vehicle systems are handled separately.


Creating the Animation Blueprint

To create an Animation Blueprint, navigate to the folder where your Skeletal Mesh is located.

Name the Animation Blueprint following the same convention used for Control Rigs:

This ensures consistency and makes asset relationships easy to understand.


Setting the Correct Parent Class

After creating the Animation Blueprint, open it.

Before adding any logic, we must set the correct parent class:

This step is mandatory. Without the correct parent class, required train-specific functions and data will not be available.


Structure of the Simple Animation Blueprint

The simple Animation Blueprint is divided into two conceptual parts:

This page focuses only on Part 1, which is all that is required for basic vehicle functionality.


Adding the Control Rig Node

Inside the Animation Blueprint graph:

Connect:

This ensures that all animation logic coming from the Control Rig is applied to the Skeletal Mesh.


Enabling Control Rig Inputs

Select the Control Rig node.

In the Details panel on the right:

This exposes the variables previously created in the Control Rig:

These inputs must now be provided with data.


Supplying DeltaWay

The DeltaWay value represents the distance the vehicle travels along the track and is required to calculate axle rotation.

To provide this value:

This automatically supplies the required movement data.


Supplying Bogie Transforms

To animate bogies correctly, we need to retrieve their transforms from the simulation.

This node outputs an array of transforms.

From the array output:

Repeat this for each bogie the vehicle has.

For a standard two-bogie vehicle:

Connect each output to the corresponding Control Rig input.


Finalizing the Simple Animation Blueprint

Once all connections are set up:

At this point, the simple Animation Blueprint is complete and fully functional.


About Complex Animation Blueprints

This Animation Blueprint covers only the minimal required setup for vehicle operation.

If your vehicle requires additional animated systems such as:

please continue with the dedicated chapter: Creating a Complex Animation Blueprint

That chapter builds upon the foundation established here.