simulationframework

Visual Dynamics Studio · Simulation Framework

VDFramework

From procedure to simulation — in record time. Unreal Engine 5 training infrastructure for industry, engineering, and professional B2B training.

C++
Core Architecture
12
Interaction Types
4
Export Formats
0
Lines of Config Code
Ship Simulations Faster
VD Framework handles the technical infrastructure. Your team focuses on the training content — defining procedures, scenarios, and evaluation criteria — without writing engine code from scratch.
🏭
Built for Real Industries
Designed for industrial, engineering, and professional training contexts. The interaction model maps directly to real-world equipment and procedures — buttons, valves, levers, inspection zones, and more.
📊
Measurable Results
Every session is automatically evaluated and exported. Track scores, errors, and time data per trainee. Results can feed into your existing LMS or HRIS — no custom integrations needed.
Core Features

Everything a simulation needs. Nothing it doesn’t.

A complete foundation for interactive training simulations — from configuring procedures to exporting results into your existing systems.

01Configurable Procedures
02Real-Time Validation
03Error & Recovery
04Performance Evaluation
05Results Export
06Visual Hints & Guidance
07Multi-Camera Support
08Extensible Architecture
09Logic / Data / UI Split
10Session Replay
11Centralized Style System
12ProcedureManager
01 / Procedures
Configurable Procedures
Define any training procedure directly in the Unreal editor — no code required.
Build complex multi-step procedures using Data Assets. Each step defines what the trainee must do, how long they have, what happens if they get it wrong, and whether the procedure can recover. Content teams can create and update procedures independently, without involving a developer.
DA_ProcedureDA_StepEditor ConfigNo Code
02 / Validation
Real-Time Validation
The framework knows immediately whether the trainee did the right thing, in the right place, at the right time.
Validation is event-driven — no polling. Each step specifies the required interaction type and the exact actor the trainee must interact with, identified via tags. Wrong actions are caught the moment they happen, triggering feedback instantly.
Event-DrivenActor TagsType Matching
03 / Errors
Error & Recovery
Not all mistakes are equal. The framework handles both minor errors and critical failures differently.
Two severity levels: Warning (procedure continues, a penalty is logged) and Fail (a critical stop that requires intervention). Recovery mode can be enabled per procedure, allowing trainees to retry failed steps without restarting from the beginning.
WarningCritical FailRecovery Mode
04 / Scoring
Performance Evaluation
Every session is automatically scored, graded, and summarised — with no extra setup.
Two scoring modes: flat penalty per error, or a weighted score combining completion rate, accuracy, and time. Results include an alphabetic grade and auto-generated feedback text. The evaluator observes the session passively — it does not interfere with procedure flow.
Penalty ModeWeighted ModeAuto GradeFeedback Text
05 / Export
Results Export
Session results are automatically saved at the end of every run — ready for your reporting tools.
Export to JSON, CSV, XML, or plain text. Each file includes a timestamp, per-step breakdown, final score, and grade. Designed to plug into LMS, HRIS, or internal reporting systems without needing custom adapters.
JSONCSVXMLTXTLMS-Ready
06 / Hints
Visual Hints & Guidance
Trainees who get stuck receive contextual visual help — without breaking immersion.
Hints surface automatically after configurable idle time. The 3D visual guidance system includes directional arrows, floating markers, and object highlighting — all with proximity-based auto-hide as the trainee approaches. Each step can define its own hint behaviour independently.
3D ArrowsMarkersHighlightingProximity Auto-Hide
07 / Camera
Multi-Camera Support
First and third person views, switchable at runtime — no custom camera code needed.
Built-in character controller supports WASD movement, sprint (Shift), and jump (Space). Camera mode toggled in real time with the V key. Default mode is configurable per project or per level. Built on Unreal Engine’s Enhanced Input System.
First PersonThird PersonRuntime ToggleEnhanced Input
08 / Architecture
Extensible Architecture
Built to grow with your projects — not to be replaced by them.
Every core component exposes virtual functions via C++ and BlueprintNativeEvents. Adding a new interaction type, a custom UI screen, or an alternative export format requires overriding a single function and registering it. The rest of the framework is untouched.
C++ InheritanceBlueprintNativeEventOpen/Closed
09 / Separation
Logic / Data / UI Split
Engineers, artists, and content teams can work in parallel — without stepping on each other.
C++ holds all simulation logic. Data Assets hold all procedure configuration. UMG Blueprints handle presentation only. A content author can build an entirely new procedure without opening a single C++ file.
C++ LogicData AssetsUMG Blueprints
10 / Replay
Session Replay
Every session is recorded automatically — ready for review, analysis, or playback.
Recording starts when the procedure begins and captures every interaction, movement, and event with timestamps. Output is a .replay file with a full event timeline and player position data at configurable intervals. Also exportable as JSON for external analysis tools.
.replay FormatEvent TimelineJSON ExportPosition Tracking
11 / Style
Centralized Style System
Define the visual identity of your simulation once — and have it applied everywhere automatically.
A single Data Asset controls colors, typography, spacing, and feedback state visuals across all UI widgets. Runtime theme switching is supported without code changes. Exposed as Blueprint functions so any widget can query the current style.
TrainingStyleDataRuntime ThemesBlueprint API
12 / Management
ProcedureManager
Setting up a simulation level is as simple as placing a single actor.
ProcedureManager is a central orchestrator actor that coordinates all subsystems — procedure lifecycle, UI binding, evaluation, replay recording, and hint activation. Point it to a Procedure Data Asset and the entire simulation initialises automatically.
Single ActorAuto-BindLifecycle Control
How It Works

Simulation Flow

From loading a procedure to exporting the final replay — every step is handled by the framework automatically.

01
Procedure Load
ProcedureManager reads the assigned Data Asset and initialises the full step sequence.
02
Procedure Start
SimProcedure initialises all steps and notifies connected UI and systems.
02.5
Replay Start
ReplayRecorder begins capturing all events, interactions, and player movements.
03
Step Activation
SimStep starts its timer and enters the waiting-for-interaction state.
03.5
Hint Activation
HintManager prepares visual guidance based on the step’s hint configuration.
04
User Instruction
HUD displays current step instructions, progress, and optional hint countdown.
05
Interaction
Player controller detects the object interacted with and passes it to validation.
06
Validation
SimProcedure checks interaction type and target actor against step requirements.
07
Feedback
FeedbackPopup shows success or error messaging with configurable severity.
08
Advance or Penalise
Procedure advances to the next step, or logs an error based on severity config.
09
Final Evaluation
SimEvaluator calculates score, grade, and detailed feedback text.
10
Results Screen
ResultsScreen presents the full performance report with step-by-step breakdown.
11
Export
Results exported to JSON, CSV, XML, or TXT with timestamp and per-step detail.
12
Replay Export
ReplayRecorder saves the .replay file with full event timeline and position data.
Use Cases

Built for Any Industry That Trains.

Whether your team trains operators, technicians, or engineers — VD Framework adapts to your domain without rebuilding from scratch each time.

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Industry & Manufacturing
Safety procedures, machinery maintenance, startup and shutdown protocols for industrial equipment.
Energy
Electrical installation operation, treatment plant procedures, substation training modules.
🏗️
Engineering & Construction
Inspection protocols, heavy equipment operation, site safety procedures and compliance.
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Healthcare & Laboratory
Laboratory procedures, emergency response protocols, medical equipment operation training.
✈️
Aerospace & Defense
Cockpit simulation, aeronautical maintenance protocols, systems operation and safety.
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Corporate Training
Internal process onboarding, regulatory compliance, and procedural standardisation at scale.
Architecture

Module Structure

Content teams configure procedures without writing code. Developers extend the system without breaking existing logic.

Core/
SimStep
SimProcedure
SimEvaluator
InteractableBase
TrainingPlayerController
TrainingCharacter
Data/
SimStepData
SimProcedureData
SimEvaluationSettingsData
TrainingStyleData
UI/
TrainingHUDWidget
FeedbackPopupWidget
ResultsScreenWidget
TrainingUIManager
Evaluation/
SimEvaluator
SimEvaluatorExporter
ReplayRecorder
Hints/
HintManager
HintTypes
Management/
ProcedureManager
Style/
TrainingStyleData
TrainingStyleLibrary
Interaction System

12 Interaction Types Out of the Box

Every type derives from InteractableBase. New types can be added via C++ inheritance — the procedure system supports them automatically.

Button
Push button activation
Lever
Directional lever pull/push
Switch
Toggle switch flip
Door
Open/close door interaction
Panel
Control panel interaction
Valve
Rotational valve operation
Zone
Enter/exit zone trigger
Pickup
Object pickup interaction
Place
Object placement in target
Inspect
Detailed inspection action
Custom
Extensible custom type
+ More
Extend via C++ inheritance
Technical Specifications

Stack & Requirements

Spec
Detail
Engine
Unreal Engine 5.7+ BuildSettingsVersion.V6
Core Language
C++ (UE5) BlueprintNativeEvent
Extension
Blueprint / C++ Inheritance
Input System
Enhanced Input System
UI Framework
UMG BlueprintImplementableEvent
Configuration
Primary Data Assets — no code for content teams
Export Formats
JSONCSVXMLTXT
Replay System
Event-based recording · JSON export · Full timeline
Hint System
3D visual guidance · Configurable triggers · Proximity-aware
Character
WASD + Sprint + Jump · Dual camera · Runtime toggle
Style System
Data Asset-based · Centralized theming · Runtime switching
Architecture
Modular · Decoupled · Data-driven
Target Platforms
PC (Windows) VR Roadmap
v0.1 — March 2026

Recently Shipped

New capabilities available in the current release, ready to use in your projects today.

Session Replay System
Full session recording with event-based timeline and JSON export. Every interaction, movement, and decision captured for post-session analysis.
3D Visual Hints
Directional arrows, floating markers, and object highlighting with proximity-based auto-hide and per-step configuration.
Dual Camera Controller
Runtime switchable first and third person views. Full character controller with WASD, sprint, and jump via Enhanced Input.
Centralized Style System
Data Asset-based UI theming with runtime switching support. Single source of truth for all UI styling across every widget.
Roadmap

What’s Coming Next

v0.2
Replay Player
Playback and step-through analysis of recorded sessions, with full event timeline visualisation.
v0.3
Analytics Dashboard
Multi-session comparison and performance metrics. Track trends across trainees and cohorts over time.
Future
VR Support
Full spatial interaction system for immersive VR training environments.
Multi-User Simulation
Collaborative or instructor-supervised training with multiple trainees simultaneously.
Visual Procedure Editor
Node-based in-engine tool for building procedures without touching Data Assets directly.
External Integrations
APIs for LMS, HRIS, and corporate reporting. SCORM export and PDF reporting.

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