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        <description>Creating a Vehicle in Blender (Rigging)

In this chapter, we will focus on Rigging — the process of connecting the mesh components of the vehicle to a bone structure so that parts of the vehicle can move independently in Unreal Engine.

Rigging is a fundamental step to enable</description>
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        <description>Creating a Control Rig

The Control Rig is a central component of vehicle animation in SubwaySim 2.  
It controls important animated elements of the vehicle body and undercarriage and acts as a bridge between animation logic and the skeletal mesh.

Typical elements controlled via the Control Rig include:</description>
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        <title>fundamentals</title>
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        <description>Fundamentals

Before starting with the actual creation of vehicles, it is important to understand the basic structure and components that make up a vehicle in SubwaySim 2.

A vehicle in SubwaySim 2 is not a single asset, but a system consisting of multiple interconnected components.  
Each of these components has a specific role and must be set up correctly to ensure that the vehicle functions properly in-game.</description>
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        <description>Importing the .FBX File

After finishing the mesh and rigging process in Blender and exporting the vehicle correctly  
(see Creating a Vehicle in Blender (Rigging)),  
the next step is importing the FBX file into Unreal Engine.

This step is critical, as incorrect import settings or an inconsistent asset workflow can cause
problems later when creating:</description>
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        <description>Creating Physics Assets

Physics Assets are a crucial part of vehicle development in SubwaySim 2.  
They are required to define the collision behavior of a vehicle inside the game and are also essential for interaction systems.

Without a properly set up Physics Asset:</description>
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        <title>simple_animation_blueprints</title>
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        <description>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</description>
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        <title>simple_vehicle_blueprint</title>
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        <description>Creating a Simple Vehicle Blueprint

Overview

In this chapter, we will create a Simple Vehicle Blueprint.

Vehicle Blueprints are responsible for combining all previously created assets — such as the Skeletal Mesh, Animation Blueprint, and Control Rig — into a single, functional vehicle entity.</description>
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        <title>vehicle_lua</title>
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        <description>Creating a Simple Vehicle.lua

This page explains how to create a simple `vehicle.lua` file, primarily intended for AI-controlled trains in SubwaySim 2.

A simple `vehicle.lua` usually defines:

	*  Vehicle metadata (name, author, IDs)
	*  Basic physical parameters (mass, length, vmax)</description>
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