I've been wanting to do this one for awhile, it's pretty basic, but it really reminds me of the jetpack from Duke Nukem 3D haha. I hope someone finds this one useful! :) stay tuned for more!
How would I do this with an ai? So that like I can have an npc switch between walking and flying? So far I can make it switch to flying mode but it won't go up at all
hey, so I did this and got my character to fly. Now how would I add in my animations to make him hover. I've already created them, but I can't seem to find out how to implement them. Thanks
This tutorial helped out a lot! Thanks! My only question now is that I want to be able to have my character flying movement be controlled based on the direction I'm facing. So I'd like to be able to move the mouse around, which affects my characters direction, which affects the direction of flying. Can you tell me how to do that?
I'm a year late but with the newer versions of UE4,if you wanna do this,Under the movement Input commented section,there's an is HMD enabled Boolean. Simply make your own boolean that is enabled when you press your flying/noclipping/jetback button and delete the Old HMD boolean,replace it with your new one and BOOM. Done! :D
dunno if you're still alive, but to do that you just type Get Control Rotation and pin out a Get Forward Vector and plug that into the Add Movement Input node.
Any simple way to get it to up and down based on the direction the character is moving and looking? Forward and up moves forward and up, back and down, moves back and up (since you're backing up) etc.
Hello, I followed this video and I'm having trouble with something. I want my character to fly up while holding the jump button. This video works for me for the most part, except holding the jump button doesn't cause him to rise. How to I fix this?
Premi I watched his breakdown video but it's not so much a tutorial as it is a showcase. I would love to learn step-by-step how to accomplish that natural-feeling flight.
How about in 3rd person mode? Would there be any fuel affected from the jepack? I only ask because if I ever do get a Mac and try out any game engine, I want to test out one of my characters i made and play as them. Specifically, one character I made that uses a jetpack for flying is called Ozzie Karate, my OC for "My Life as a Teenage Robot" who is a wise, selfless, and philosophical Chinese human being with a mystical ring that can transform him into a half-human half-machine black belt warrior. Although all human on the outside, he's all machine on the inside, and like Inspector Gadget, he says "Go go gadget" and names the device of his choice (like throwing stars that shoot from the back of his wrists or double ninja swords he can pull out from behind his jetpack). When he's around Jenny, they get the job done together as a duo. He secretly loves her, but does not let that get in the way while fighting crime with the girl he loves (This pays tribute to my love for Jenny in real life). She trusts him, and occasionally looks up to him as a father figure.
Thank you for this tutorial, I would like to know how can I rotate the character horizontally once he's in air to so to make him fly more "superman like"?
Jinn theirs another flying tutorial on youtube just look up "advanced flying tutorial in unreal", but to give you the short answer is. have a flying animation that looks like superman and blend both animations when the player flys and it should rotate the capsule with it if not then make a rotation script
Thanks for replying dude, yeah I figured it a long time ago and I did exactly what you said here I am sure someone else will benefit from your help If anyone is going the same course as me I guess they may want to also rotate their 'superman' on his X axis, that is also something that I had to figure so here's a very simple way to do it s27.postimg.org/7fq9h8i7n/simpleroll.png
I know you posted this years ago, but... Any clue how to make an AI use a jetpack? I copied my character's blueprints and added an AI Controller, but I don't know what needs to happen in the behavior tree, level, or controller to allow the AI to use the jetpack. (I may use custom movement components later on, just as a heads-up. Optimization stuff.)
Hey HauntedShadowsLegacy, Certainly a custom solution needed for this. There is no out of the box flying solution with AI. Unreals navmesh is 2D/ground based and can't navigate/project points that are in the air.
+KleytenHD well, if you will be using this method it should work, because you are making movement based on your rotation (vectors Up, Right, Forward). Only beginner's issue what i can see is if you will rotating component and not whole actor (pawn/character), that can make some unexpected behaviour. So 6DOF is totally possible :)
I wish every tutorial was just like this.
I've been wanting to do this one for awhile, it's pretty basic, but it really reminds me of the jetpack from Duke Nukem 3D haha. I hope someone finds this one useful! :) stay tuned for more!
+Tesla Dev indeed useful, thanks!
Tesla Dev Could you please do a step by step tutorial on flight like seen in Stefen Ehrenhaus' videos, please? If you find the time, of course.
Thanks for these tutorials, really appreciated.
I really, really appreciated. I love this channel, thanks!!
You always teach us cool stuff thanks for that :)
Great tutorial man, thanks!
How would I do this with an ai? So that like I can have an npc switch between walking and flying?
So far I can make it switch to flying mode but it won't go up at all
hey, so I did this and got my character to fly. Now how would I add in my animations to make him hover. I've already created them, but I can't seem to find out how to implement them. Thanks
This tutorial helped out a lot! Thanks! My only question now is that I want to be able to have my character flying movement be controlled based on the direction I'm facing. So I'd like to be able to move the mouse around, which affects my characters direction, which affects the direction of flying. Can you tell me how to do that?
I'm a year late but with the newer versions of UE4,if you wanna do this,Under the movement Input commented section,there's an is HMD enabled Boolean. Simply make your own boolean that is enabled when you press your flying/noclipping/jetback button and delete the Old HMD boolean,replace it with your new one and BOOM. Done! :D
dunno if you're still alive, but to do that you just type Get Control Rotation and pin out a Get Forward Vector and plug that into the Add Movement Input node.
how could you increase the speed of flying
Any simple way to get it to up and down based on the direction the character is moving and looking? Forward and up moves forward and up, back and down, moves back and up (since you're backing up) etc.
When I do this, the character rotates the wrong way, why didn’t yours do that?
Hello, I followed this video and I'm having trouble with something. I want my character to fly up while holding the jump button. This video works for me for the most part, except holding the jump button doesn't cause him to rise. How to I fix this?
What would be the best way to create a warp speed type behavior/effect in unreal engine?
How would this work with vehicles?
How would I accomplish flight like seen in Stefen Ehrenhaus' videos? I want to have first person flight as if the character had wings.
GrimSikk I'm also curious about that.
Premi I watched his breakdown video but it's not so much a tutorial as it is a showcase. I would love to learn step-by-step how to accomplish that natural-feeling flight.
How about in 3rd person mode? Would there be any fuel affected from the jepack? I only ask because if I ever do get a Mac and try out any game engine, I want to test out one of my characters i made and play as them. Specifically, one character I made that uses a jetpack for flying is called Ozzie Karate, my OC for "My Life as a Teenage Robot" who is a wise, selfless, and philosophical Chinese human being with a mystical ring that can transform him into a half-human half-machine black belt warrior. Although all human on the outside, he's all machine on the inside, and like Inspector Gadget, he says "Go go gadget" and names the device of his choice (like throwing stars that shoot from the back of his wrists or double ninja swords he can pull out from behind his jetpack). When he's around Jenny, they get the job done together as a duo. He secretly loves her, but does not let that get in the way while fighting crime with the girl he loves (This pays tribute to my love for Jenny in real life). She trusts him, and occasionally looks up to him as a father figure.
all you have have to do is make a little fire affect and play it when the player has triggered the flying event
Thank you for this tutorial, I would like to know how can I rotate the character horizontally once he's in air to so to make him fly more "superman like"?
Jinn theirs another flying tutorial on youtube just look up "advanced flying tutorial in unreal", but to give you the short answer is. have a flying animation that looks like superman and blend both animations when the player flys and it should rotate the capsule with it if not then make a rotation script
Thanks for replying dude, yeah I figured it a long time ago and I did exactly what you said here I am sure someone else will benefit from your help
If anyone is going the same course as me I guess they may want to also rotate their 'superman' on his X axis, that is also something that I had to figure so here's a very simple way to do it
s27.postimg.org/7fq9h8i7n/simpleroll.png
I know you posted this years ago, but...
Any clue how to make an AI use a jetpack? I copied my character's blueprints and added an AI Controller, but I don't know what needs to happen in the behavior tree, level, or controller to allow the AI to use the jetpack. (I may use custom movement components later on, just as a heads-up. Optimization stuff.)
Hey HauntedShadowsLegacy,
Certainly a custom solution needed for this. There is no out of the box flying solution with AI. Unreals navmesh is 2D/ground based and can't navigate/project points that are in the air.
wow thats somethin i want to know for a long time :D emm what about flying like in space? so you can be upsidedown and all that stuff
+KleytenHD well, if you will be using this method it should work, because you are making movement based on your rotation (vectors Up, Right, Forward).
Only beginner's issue what i can see is if you will rotating component and not whole actor (pawn/character), that can make some unexpected behaviour.
So 6DOF is totally possible :)
Too slow when flying help please?
jesus this vid was made a long time ago
Спасибо!