Installation
Two steps, and neither of them is a settings page you must visit first.
1. Add the plugin
Copy EDMountingSystem into your project's Plugins/ folder, or install it from Fab. Open the
project; the editor offers to build it. Say yes.
Motion Warping, Enhanced Input and Chaos Vehicles are enabled for you — they are declared as
dependencies in the .uplugin, so there is nothing to tick in the Plugins window.
It is only needed by the EDMountingVehicles module, which is the Chaos bridge. Delete that module
from the .uplugin and the rest of the framework still builds and still works — a project that mounts
only horses and turrets never links a physics vehicle solver.
2. Confirm it
Drop any actor into a level and add two components to it:
- ED Mountable
- ED Mount Point (Seat)
Select the seat. You should see a blue box with an arrow, and two dashed green capsules on either side — the entry points the framework derives when you have not authored any.
If you see them, the plugin is working. If you do not, the plugin failed to build; check the Output Log.
What you did not have to do
- No project settings. Every default works.
- No data assets. Animation sets are optional; without one you get the procedural transition.
- No gameplay tags to declare. The framework's own vocabulary is native and already registered.
- No collision channels.
Visibilityis the default clearance channel, and every project has it.
There is one setting worth looking at eventually, and it is the trace channel — see Settings. Everything else can wait until you need it.
Modules
| Module | Type | What is in it |
|---|---|---|
EDMountingCore | Runtime | Seats, riders, the state machine, replication, queries, animation. |
EDMountingVehicles | Runtime | The Chaos bridge. Optional. |
EDMountingEditor | Editor | The seat visualizer and the details-panel tools. |
EDMountingTests | DeveloperTool | Automation tests. Absent from Shipping. |