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Ride simulator
SPC
Ft. Yonghun Jung, ChenWei Li
Ride simulator with Stewart Platform Control, UE4 and Max
March 2022
When it comes to our ride design process, we decide to use the subway tunnel asset we used last week. The tunnel creates a good environment as it is long shape already. Instead of the ride being peaceful and calm to tour this dark scary subway tunnel, we want to make the ride excited and furious. We mimic the Quidditch game in Harry Potter.
We start to build the camera pawn with 3 collision boxes and planes and set up the sequencer. We also browse the marketplace for some dramatic effects we can add to the ride when collisions are triggered. We think the visuals can help to create excitement during the ride if the rider is wearing the VR headset. We use the sequence function in the blueprint to not only trigger the water particle effects but also send collision data to the Max.
As we are testing different route with sequencer, the idea of “to be flood into the second world” comes to our mind. So we add the second map-village into the world to be our romantic and peaceful world. When you enter the world, the firework will be triggered to welcome that you are here.
Then we encounter the difficulty where how to let MAX know which world we are in so that it can map and scale the movement for the ride simulator. We eventually set up two cameras: one for the subway tunnel and one for the village. In each camera, we define the boolean variable to be either true or false separately. Then in the blueprints, we use the “branch” function to decide if they need to send out an OSC signal or not. We enable collision mode for both of them.
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