Creating the Vehicle Blueprints – a section review
In this section, we looked at the necessary blueprints and data assets. We will move on and edit their properties to obtain the behaviors we need for our working Buggy Vehicle. First, we created the WheeledVehicle blueprint. This is the main blueprint for our vehicle. Then, we created two types of Wheel Blueprints (one for our front wheels and another for our back wheels). Further, we created the TireType data asset. This is necessary to control the Friction property for our wheels. Lastly, we created our animation blueprint for the Buggy skeletal mesh, and we discussed about Animation Blueprints and its functionalities in detail. Now that we have created the necessary blueprint and data assets for our vehicle, we can move on and edit the properties of these assets.