Quick tip for anyone importing meshes with the wrong pivot point. You can change this in unreal by determining your desired rotation/direction and putting the value in the 'import settings' section in the details panel (in the static mesh editor). After you have added the value don't forget to click 're-import base mesh' on the top toolbar in the editor.
See im having a problem where I got to the point where when he pressed play he was able to rotate the ship up and down but it would spawn my pawn invisible in the center of a planet I had built, but I followed his tutorial step by step up to that point
To anyone who tried to do this tutorial using a ship blueprint made up of multiple static meshes... don't. It doesn't work and I have been ripping my hair out (almost literally) trying to figure it out. However, I found a solution for anyone facing the same issue. Simply drag your static meshes into your scene and create the ship you want. With these meshes selected, go to "Actor" at the top, then click "Convert Actors to Static Mesh". Name it, and save it where you want, then you can use THAT static mesh with this tutorial and it will work perfectly. Speaking of which, fantastic tutorial, and it (along with the other spaceship ones) was exactly what I was looking for to create a spaceship game. And so customizable, too, just like the other Arghanion's Puzzlebox tutorials. I haven't found a bad one yet.
Oh. Interesting problem here. I think you basically need to set the origin of all meshes to one. I'll have a look as I imagine this would affect multiple people.
Not sure if it's because I'm using a later version of UE than you were using a year ago, but I was able to just add multiple static meshes but just using a sphere collision component as the pawns root and using that as the parent for all static meshes
Hey there! Thank you for putting such comprehensive and detailed tutorials! This one not only helped me with building controls for the ship but also revealed to me why my planet and all of the objects were flickering in and out of existence when I'd point the camera in certain directions. After having done the current setup, I've noticed that when accelerating my reflections disappear until I reduce the speed to almost zero. I'm using screen space so i can capture the reflection of a distant planet. Any chance you've encountered something similar and now how to fix it?
Glad you enjoyed the tutorial. Please have a look at this video and see if it helps. If not, can you join my discord channel and add some screenshots so I can understand the problem more in-depth? ua-cam.com/video/Y3swYyIQeEw/v-deo.html
Hey there, thank you for replying, I must have missed the notification. I figured out the problem trough some forums and indeed it’s the large world tick box that was missing, like the video you linked suggests. Thank you again for your amazing tutorials!
@@ArghanionsPuzzlebox I'm currently having an issue where even though I followed your process step by step and my blueprint looks virtually the same as yours all the way up to the 49 minute mark, when your ship started moving after simulating physics, mine has yet to start moving and Ive been stuck for two days. My ship wont move.
@@ArghanionsPuzzlebox indeed sorry for my diss before about nanines but we had long talks about it in the studio. and how it shall be used. for example if we slap on a Materia its not detail its more edgewear, effects , style and look. and adding details in the texture is kind of wrong because it will do the same thing as a high poly mesh would do if you catch my drift.
Make sure your player start is set as your default start point. And also try and place it near the center of the world and that it doesn't overlap with any object.
Fantastic tutorial, is floating point errors even an issue, given this is a space flying sort of game? I know UE5 switched to double precision so I'm guessing no (which I think is the "enable Large Worlds" setting at 11:42) but I figured I'd ask more seasoned veterans
No, in 5.1 and above this is definitely not an issue. Watch my newst tutorial on the flyght system if you want a similar approach but with some added tweaks to it.
I got stuck at the 49:02 minute mark. My 'Simulate Physics' box is greyed out and I cant change the value. Think it has to do with collision. I made a static mesh instead of the skeletal and it would show up but after switching to the skeletal I can turn on physics but the ship no longer spawns.
Very helpful tutorial, unfortunately as I have followed your every move up to about 49:20, when your ship started to move, mine has yet to begin moving despite setting up simulate physics on and a Simple as Complex collision (I had to set that up to enable physics as I am using a different static mesh) Is there anything I couldve missed even after setting up the inputs???? Really need help to make this work
I'm actually putting together some ideas for a space ship builder game where you can load all sorts of in-universe modular ship parts from various companies and make all sort of crazy crafts. Might do some space exploration stuff as well but my ultimate goal is cinematics for short story movies.
Thank you for this tutorial very great work. I am having an issue when pressing play. The screen goes black and I don't see my ship. I went back through the blueprint layout and found everything to be in order. The only thing that I see that is a difference is in Maps & Modes the Hud Class is set to Hud. I don't have an option as you do that says Ship_Hud. I click the drop for it and the only selection I have is Hud or None. Could this be my issue? Thanks!
Can you join the Discord server so we can have a look there? The Ship Hud just loads the custom hud, it wouldn't affect your Ship blueprint. Have you got a Player Start in your scene? Is your setting set to make your ship spawn on play where the Player Start is?
Okay, so clearly I am blind and missing something. In your "Thrust" section, you add in the check for the "Super Sonic" Left Shift button, but really at the end of the day you do two things 1) You update the Thrust variable then 2) update the Velocity Variable, but at no point do you apply those changes to the actual ship. You do later with the Roll, Pitch and Yaw...so how is your ship actually moving forward? Honestly, I'm stumped. ;) I made a super simplified version fo this and I can get my little Static Box Mesh to Roll, Pitch and Yaw/Rotate, but when I hit W or S, while the variable we added change, the box doesn't accelerate at all. I'm using Simulae Physics, I've disabled gravity and it looks like all the math is right (when I look at the variables while it's running), but I'm lost at where I'm supposed to apply thrust on the actual Ship object to get it moving. It's probably something super easy that I'm missing, so any advice would be appreciated. ;) Thanks in advance. EDIT: I joined your discord, hoping for just an image of your full BP to see where I messed it up, is it on there somewhere? Edit 2: So just adding a "Set Linear Velocity" node off the ship in the "Thrust" section like we did with the "Add Torque" nodes in the Roll/Yaw/Pitch sections solved the problem, although I'd still like to know why yours work in the video and mine didn't just for piece of mind. I just had to not add to the current velocity or within like 10 seconds I was beyond the skybox as I reached Ludicrous Speed. ;) Edit 3: looks like I missed wiring up the part that applied the velocity in the Tick, okay I’m not insane. Doing that it still acts a bit wonky, like it launched me straight up through the skybox, but At least I’m moving 😉
Hey. Really love the comment here and I'm glad you found solutions to these problems on your own. That is the best possible way to fully learn something. Message me on discord and we can chat further. I will share with you the blueprint/project and you can see it in there.
@@ArghanionsPuzzlebox So I'm more of a coder by nature, so this was the first time extensively using Blue Prints and even that was just a few nights ago when I coded up a Box Collider to trigger some gravity changes, that's about it, so I missed wiring up the one part. I kind of wish you'd get a warning like "you have all this 'code' here that will never run". ;) I ended up tweaking the code a bit, like allowing for a negative thrust so the ship could go backwards (but at only 1/4 the thrust) and I also added full Six Degrees of Freedom (so up/down and left/right strafing), which is definitely not how Star Wars works. It's more "realistic" of what is possible in space, but now that I've messed around with it for an hours or so, I''m not sure if it's actually more _fun_ than how you coded yours so I might remove it. My next step is making it pulling all this out for reuse with different ships where you just pass in all the variables for torques, max thrust, strafe co-efficents, so different ships feel differently without having to recode anything. It's been a fun learning experience, so thanks for making the video! Rather than just installing a plug-in it's nice to see how the sausage is made ;)
@@ArghanionsPuzzlebox Sure, I'm just steppinng out to lunch with my son, but later tonight I'll post them on Discord. But to give you a simple version, I created a "StrafeVelocity" vector and in the "Tick" part I add the ForwardVelocity, UpwardVelocity and StrafeVelocity vectors together (which I set on hitting the W/S, A/D and C/Space keys like you do in your Thrust section) and set the Physics on the Ship with the result. When I use all the other nodes you did for normalizing the vector and comparing it to 980 gravity threshold, it's launching me way "up" in the Z axis out of the skybox, so I "commented" those out by just unlinking them which means my "tick" is a lot smaller than yours but still works fine. For example if I stop the ship, roll it 90 degrees, then hit "space" (my key for "up") it moves sideways relative to the world, but "up" relative to the ship just fine. Same with down and strafe. There's a lot of code that is 90% identical in the three "set torques" and the three "set thrusts" sections, so I do want to turn those into functions and pass in variables instead to see if I can really get them a lot more robust, but that's baby steps that come later. I build financial software for a living, so I'm always looking to extract functions/methods out to make testing easier. ;) My idea is to basically be able to turn any Mesh into a "ship" with a tag or very simple component that has the correct variables. You could have big huge barges that are incredibly slow to rotate (yaw), strafe and climb/drop, it'd also need a very slow acceleration but might have a huge top speed, then a fighter would be nimble but might be slow, etc.
@@andrewshandle I'd love to know what you did exactly to do the strafing and how exactly you fixed the Supersonic because mine is not going supersonic at all Edit: Figured it out. In the Supersonic area he had the "add" going into a "Divide". I just got rid of the "divide" node and it worked. Still working on strafing left and right and the reverse half speed.
in my hud, the starter value of the thrust appears as 50, i've try to change a bount of values, but nothing works, do you have any ideia of what can be?
You would need a separate blueprint for that in which you can eject yourself out of the current blueprint and posses the new one. There would be a substantially more complex setup than this.
hello sir, im looking to create spaceships from assets... i wanna design and build them in UE5. Do you have tutorial of just the design part without the rigging or functions part. Not sure if im saying this right bc im new but i want to create the ships inside out, level to level, engine room to bridge. After that then id like to implement the functions like u show here. Do you have tutorial on that or can u recommend a tuber please?
@@ArghanionsPuzzlebox thank you. I have about 4years of free assets. Unable to afford pricey ones. But thank you. Mostly need a tutorial on selecting & placing assets. I was thinking I could use my military assets & repurpose them. I've basically been collecting all free assets etc from free section of unreal engine. But I'm struggling understanding how to put them in or put them together.
Amazing! I love all tutorials about space environment or games and wait tutorial about procedural space like no man sky, elite dangerous, star citizen and other.
When you get close to the asteroid field, it should trigger a sound bite saying: 'Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1 !!!'
Hahaha. Yeah, for sure. Uhm I am thinking of adding in collisions to the bigger asteroids and create tension by making the ship bounce really badly if you hit them. Unfortunately, I need to reduce the number of active Asteroids if I do that otherwise the performance will be quite poor.
Hello blogger, I would like to ask, that is, when I was studying your tutorial, I designed my spaceship exactly according to your steps, but the spaceship did not move after I clicked to run, what is the reason? It has been successfully bound to the keyboard, but no response when I press it, which makes me very distressed. . .
@@ArghanionsPuzzlebox All are implemented step by step according to the steps in the video, but the spaceship seems to be unable to move after clicking to run
@@ArghanionsPuzzlebox Blogger, if I port your spaceship in this project to my project, what should I do? Is it possible to copy the ship file and ship game mode to my project and then make key changes? I'd like to try it out and see if it's a problem with my ship setup or something else, sorry to bother you for so long, I'm so sorry, I really appreciate your help, because I also love games about space universes, etc.
Yes. You can definitely Migrate my Blueprint to your project. All you need to make sure is that the Input in your Project Settings match the same as in the project from me, and that you set the imported blueprint as the new game mode. I would recommend you joining my discord server (link in the description) and we can discuss it there. I'm sure we can fix it. Other people have gone through this tutorial and had a working product by the end, so it must be something that is quite minor that isn't working right.
no idea if you'll see this but followed everything to a T (i think) and yet all of the camara moements seem to happen at once and the model im using just flys as fast as it can to the right unsure what ive done wrong but some guidence would be lovely
Hey there. Most likely it's an issue with the thruster which is pointing in the wrong direction. Try rotating that and see if it fixes it. Also the speed being max all the time must be due to values. In some instances what worked for me might not exactly work for you value wise. The 3d model determines how the thruster behaved as well.
Hi i still got issues with the thruster part, should have put that I am using my own custom mesh for this. tried looking at the vbaluses ye I'm can't find anything any welp would be nice thanks. more context it move in the direction of the Y axis @@ArghanionsPuzzlebox
As far as I know I followed the video entirely, and almost everything is working just as I was hoping, but if you hold the decelerate key on my ship you slow down to a certain point then just fly straight up into the air at insane speeds. I don't exactly understand what is causing it or what to do to try to resolve it.
Around 45:25 there is a subtraction node, the sequence of the inputs seems wrong! Link forward velocity to the first node input and gravity threshold the second, then you will be fine! The ship will go down instead of flying up
@@yiahahaha5775 Im having trouble with this, can you elaborate? You mean cutting Vector length out entirely? Edit: Actually I found that the -980 he says to put in the Lerp down the line was my culprit. Putting that to 0 made no vertical movement happen when you stop.
The blueprint connections you show at the beginning ( @9:05 ) don't match what you instructed to do later in the video. For instance, for the Roll, Move Up, and Move Right sections have ForwardTorque in all three at the end ( @47:54 ), but in the first example, you have them with their corresponding TorquePower inputs (ie. - Forward TorquePower, Side TorquePower, and RotationTorque). I did everything you did but when I press play, it shoots me to the center of the game world, it doesn't show the ship, and I cannot move. I have the GameMode set up correctly, and I even used the GameMode Override in the World Settings, but still nothing happens. ????
Hi I made a mistake when I did the copy paste and not changed the ForwardTorque on the other 2 setups to the respected Variable. Thanks for pointing it out. I think I just got lucky that it worked when compiled but definitely what you saw at the start is the right approach. Have you tried both variations? By the way, most people doing this tutorial have got it working fine by following these instructions so I'm not quite sure why this wouldn't be the case for your setup.
Hello, there is a small error in the tutorial, which is that when the ship speed drops to 1-0, the gravity coefficient -980 causes the ship to fall upwards, when it is turned off, the problem disappears. Thank you
Please show how to make bases on the surfaces of the planets so that they rotate with the planet. How to make orbital bases. It is very interesting. Oh god, I have too many questions for you. )))
Hi. What you would want is to have a blueprint that contains the planet with it's pivot at the center and then have your "base surface" on top of the planet surface, parented to that planet so that it rotates at the same time with the planet. The Pivot of the base might need to be the same as the planet for this to work, though. You also need to have a functionality in the blueprint that changes gravity so that your character is always "dropping" towards the planet center. If you have collisions on your base surface, it will keep your character from falling through,
Nice Video but i have the problem where it just sends me into space, I think it has something to do with the collision but if someone had the same problem can you please help me
Can you go through it again, I'm sure there is a setting somewhere that you haven't followed exactly which might cause it. Look at the Simulation tick box in the blueprint, generally that's where people get it wrong.
I think I was having the same problem as you and a few others here, and I think I found the issue: In the "overview" near the beginning (at 9:18 to be exact), Arghanion shows the "Velocity and Rotation" blueprint block - but in the actual tutorial, I think he forgot to show the division node that you will see in the overview at 9:18. Once I painstakingly compared the overview with his step-by-step and put the division node in (followed by the subtraction node that is already there) things started working for me. All I did from there was tweak a values/variables, etc.. to get the "feel" I was after. Hope this helps.
@@droidsdeals3161 i have an other solution, there is a variable (i dont remember the name and im not on my computer), if you start the game, press shift+f1 for cursor then press on to the ship model on the right top, somewhere in the variable there should be one that starts to go up if you slow down, just set that variable to 0 in the blueprint and id works
walkable ship interiors and cockpit fps view...? The holy grail of space flying games, is flyable ships, with ship interiors and seamingly transition between walking / combat fps and flyable fps. Get this right and you literally beat Star Citizen out of the water.
Will develop these projects further and maybe one day they will be closer to that. At the moment I have uploaded my first Space Station in Unreal Engine.
Having the PIP when showing your project is super annoying. You talk about UI on the bottom left of the screen and we can't see it because your face is in the way.
Quick tip for anyone importing meshes with the wrong pivot point. You can change this in unreal by determining your desired rotation/direction and putting the value in the 'import settings' section in the details panel (in the static mesh editor). After you have added the value don't forget to click 're-import base mesh' on the top toolbar in the editor.
Nicee
See im having a problem where I got to the point where when he pressed play he was able to rotate the ship up and down but it would spawn my pawn invisible in the center of a planet I had built, but I followed his tutorial step by step up to that point
Would love to see how to do this with the new Input Actions methods :C
Would love to see this updated for the new Input Action System
Yeah I might add that in the near future
To anyone who tried to do this tutorial using a ship blueprint made up of multiple static meshes... don't. It doesn't work and I have been ripping my hair out (almost literally) trying to figure it out. However, I found a solution for anyone facing the same issue.
Simply drag your static meshes into your scene and create the ship you want. With these meshes selected, go to "Actor" at the top, then click "Convert Actors to Static Mesh". Name it, and save it where you want, then you can use THAT static mesh with this tutorial and it will work perfectly.
Speaking of which, fantastic tutorial, and it (along with the other spaceship ones) was exactly what I was looking for to create a spaceship game. And so customizable, too, just like the other Arghanion's Puzzlebox tutorials. I haven't found a bad one yet.
Oh. Interesting problem here. I think you basically need to set the origin of all meshes to one. I'll have a look as I imagine this would affect multiple people.
Not sure if it's because I'm using a later version of UE than you were using a year ago, but I was able to just add multiple static meshes but just using a sphere collision component as the pawns root and using that as the parent for all static meshes
Hey there! Thank you for putting such comprehensive and detailed tutorials! This one not only helped me with building controls for the ship but also revealed to me why my planet and all of the objects were flickering in and out of existence when I'd point the camera in certain directions. After having done the current setup, I've noticed that when accelerating my reflections disappear until I reduce the speed to almost zero. I'm using screen space so i can capture the reflection of a distant planet. Any chance you've encountered something similar and now how to fix it?
Glad you enjoyed the tutorial. Please have a look at this video and see if it helps. If not, can you join my discord channel and add some screenshots so I can understand the problem more in-depth?
ua-cam.com/video/Y3swYyIQeEw/v-deo.html
Hey there, thank you for replying, I must have missed the notification. I figured out the problem trough some forums and indeed it’s the large world tick box that was missing, like the video you linked suggests. Thank you again for your amazing tutorials!
Glad you found a solution!
@@ArghanionsPuzzlebox I'm currently having an issue where even though I followed your process step by step and my blueprint looks virtually the same as yours all the way up to the 49 minute mark, when your ship started moving after simulating physics, mine has yet to start moving and Ive been stuck for two days. My ship wont move.
Fanatastic! this is way better than most tutorials out there and very detailed thanks a ton!
Glad you found it useful!
Awesome tutorial and awesome content - keep it up!
Thank you!
Apparently using the same assets and blueprints, the latest unreal just wont seem to let me achieve the same effect. Oof.
There is a newer tutorial on my channel that improves this system which will work with unreal engine 5.4
this is a great tutorial friend.
Glad you found it useful.
@@ArghanionsPuzzlebox indeed sorry for my diss before about nanines but we had long talks about it in the studio. and how it shall be used. for example if we slap on a Materia its not detail its more edgewear, effects , style and look. and adding details in the texture is kind of wrong because it will do the same thing as a high poly mesh would do if you catch my drift.
Excellent video tutorial! It would be amazing to make a tutorial about how to walk inside a moving spaceship.
Currently working on a space station that I want to add some hub areas to it where you can move through it.
looks awesome! now i want a new Rogue Squadron game haha
Yeah you are right
I just discovered this channel. You are so good at explaining stuff. My next game will be a space game so what you do here is godsent :)
Welcome aboard!
Thanks!
Welcome! Let me know if you have any questions!
i added a player start but my ship keeps spawning in the middle of nowhere is there a way to fix this
Make sure your player start is set as your default start point. And also try and place it near the center of the world and that it doesn't overlap with any object.
I got everything done perfectly - one question. I want my ship to stay still until I press W . Where Would I implement this?
Hi. Can you join discord so we can discuss there? Link in the description
Fantastic tutorial, is floating point errors even an issue, given this is a space flying sort of game? I know UE5 switched to double precision so I'm guessing no (which I think is the "enable Large Worlds" setting at 11:42) but I figured I'd ask more seasoned veterans
No, in 5.1 and above this is definitely not an issue. Watch my newst tutorial on the flyght system if you want a similar approach but with some added tweaks to it.
I got stuck at the 49:02 minute mark. My 'Simulate Physics' box is greyed out and I cant change the value. Think it has to do with collision. I made a static mesh instead of the skeletal and it would show up but after switching to the skeletal I can turn on physics but the ship no longer spawns.
That's very odd. Can you join the discord server so we can look at it there?
@@ArghanionsPuzzlebox will do
@@ItIsStep Hi, did you solve the problem?
Very helpful tutorial, unfortunately as I have followed your every move up to about 49:20, when your ship started to move, mine has yet to begin moving despite setting up simulate physics on and a Simple as Complex collision (I had to set that up to enable physics as I am using a different static mesh) Is there anything I couldve missed even after setting up the inputs???? Really need help to make this work
Can you join Discord so we can look there?
@@ArghanionsPuzzlebox Of course! Where would I find the link to your Discord??
A question from my ignorance... Have you never considered making a space engineers style game or something like that?
I'm actually putting together some ideas for a space ship builder game where you can load all sorts of in-universe modular ship parts from various companies and make all sort of crazy crafts.
Might do some space exploration stuff as well but my ultimate goal is cinematics for short story movies.
Thank you for this tutorial very great work. I am having an issue when pressing play. The screen goes black and I don't see my ship. I went back through the blueprint layout and found everything to be in order. The only thing that I see that is a difference is in Maps & Modes the Hud Class is set to Hud. I don't have an option as you do that says Ship_Hud. I click the drop for it and the only selection I have is Hud or None. Could this be my issue? Thanks!
Can you join the Discord server so we can have a look there? The Ship Hud just loads the custom hud, it wouldn't affect your Ship blueprint.
Have you got a Player Start in your scene? Is your setting set to make your ship spawn on play where the Player Start is?
Okay, so clearly I am blind and missing something. In your "Thrust" section, you add in the check for the "Super Sonic" Left Shift button, but really at the end of the day you do two things 1) You update the Thrust variable then 2) update the Velocity Variable, but at no point do you apply those changes to the actual ship. You do later with the Roll, Pitch and Yaw...so how is your ship actually moving forward? Honestly, I'm stumped. ;)
I made a super simplified version fo this and I can get my little Static Box Mesh to Roll, Pitch and Yaw/Rotate, but when I hit W or S, while the variable we added change, the box doesn't accelerate at all. I'm using Simulae Physics, I've disabled gravity and it looks like all the math is right (when I look at the variables while it's running), but I'm lost at where I'm supposed to apply thrust on the actual Ship object to get it moving. It's probably something super easy that I'm missing, so any advice would be appreciated. ;)
Thanks in advance.
EDIT: I joined your discord, hoping for just an image of your full BP to see where I messed it up, is it on there somewhere?
Edit 2: So just adding a "Set Linear Velocity" node off the ship in the "Thrust" section like we did with the "Add Torque" nodes in the Roll/Yaw/Pitch sections solved the problem, although I'd still like to know why yours work in the video and mine didn't just for piece of mind. I just had to not add to the current velocity or within like 10 seconds I was beyond the skybox as I reached Ludicrous Speed. ;)
Edit 3: looks like I missed wiring up the part that applied the velocity in the Tick, okay I’m not insane. Doing that it still acts a bit wonky, like it launched me straight up through the skybox, but At least I’m moving 😉
Hey. Really love the comment here and I'm glad you found solutions to these problems on your own. That is the best possible way to fully learn something. Message me on discord and we can chat further. I will share with you the blueprint/project and you can see it in there.
@@ArghanionsPuzzlebox So I'm more of a coder by nature, so this was the first time extensively using Blue Prints and even that was just a few nights ago when I coded up a Box Collider to trigger some gravity changes, that's about it, so I missed wiring up the one part. I kind of wish you'd get a warning like "you have all this 'code' here that will never run". ;)
I ended up tweaking the code a bit, like allowing for a negative thrust so the ship could go backwards (but at only 1/4 the thrust) and I also added full Six Degrees of Freedom (so up/down and left/right strafing), which is definitely not how Star Wars works. It's more "realistic" of what is possible in space, but now that I've messed around with it for an hours or so, I''m not sure if it's actually more _fun_ than how you coded yours so I might remove it.
My next step is making it pulling all this out for reuse with different ships where you just pass in all the variables for torques, max thrust, strafe co-efficents, so different ships feel differently without having to recode anything.
It's been a fun learning experience, so thanks for making the video! Rather than just installing a plug-in it's nice to see how the sausage is made ;)
Would be interested to see your changes if you want to share them with me. Hop on discord if you'd like 😊
@@ArghanionsPuzzlebox Sure, I'm just steppinng out to lunch with my son, but later tonight I'll post them on Discord.
But to give you a simple version, I created a "StrafeVelocity" vector and in the "Tick" part I add the ForwardVelocity, UpwardVelocity and StrafeVelocity vectors together (which I set on hitting the W/S, A/D and C/Space keys like you do in your Thrust section) and set the Physics on the Ship with the result.
When I use all the other nodes you did for normalizing the vector and comparing it to 980 gravity threshold, it's launching me way "up" in the Z axis out of the skybox, so I "commented" those out by just unlinking them which means my "tick" is a lot smaller than yours but still works fine. For example if I stop the ship, roll it 90 degrees, then hit "space" (my key for "up") it moves sideways relative to the world, but "up" relative to the ship just fine. Same with down and strafe.
There's a lot of code that is 90% identical in the three "set torques" and the three "set thrusts" sections, so I do want to turn those into functions and pass in variables instead to see if I can really get them a lot more robust, but that's baby steps that come later. I build financial software for a living, so I'm always looking to extract functions/methods out to make testing easier. ;)
My idea is to basically be able to turn any Mesh into a "ship" with a tag or very simple component that has the correct variables. You could have big huge barges that are incredibly slow to rotate (yaw), strafe and climb/drop, it'd also need a very slow acceleration but might have a huge top speed, then a fighter would be nimble but might be slow, etc.
@@andrewshandle I'd love to know what you did exactly to do the strafing and how exactly you fixed the Supersonic because mine is not going supersonic at all
Edit: Figured it out. In the Supersonic area he had the "add" going into a "Divide". I just got rid of the "divide" node and it worked. Still working on strafing left and right and the reverse half speed.
Subscribed!!!
Appreciate it!
in my hud, the starter value of the thrust appears as 50, i've try to change a bount of values, but nothing works, do you have any ideia of what can be?
How would you walk around inside of it while its in flight?
You would need a separate blueprint for that in which you can eject yourself out of the current blueprint and posses the new one. There would be a substantially more complex setup than this.
hello sir, im looking to create spaceships from assets... i wanna design and build them in UE5. Do you have tutorial of just the design part without the rigging or functions part. Not sure if im saying this right bc im new but i want to create the ships inside out, level to level, engine room to bridge. After that then id like to implement the functions like u show here. Do you have tutorial on that or can u recommend a tuber please?
Hi, sorry for the late reply. I would recommend you get this product a try: ua-cam.com/video/5mvlzGGKjqQ/v-deo.html
@@ArghanionsPuzzlebox thank you. I have about 4years of free assets. Unable to afford pricey ones. But thank you. Mostly need a tutorial on selecting & placing assets. I was thinking I could use my military assets & repurpose them. I've basically been collecting all free assets etc from free section of unreal engine. But I'm struggling understanding how to put them in or put them together.
Amazing! I love all tutorials about space environment or games and wait tutorial about procedural space like no man sky, elite dangerous, star citizen and other.
Hope to learn enough to be able to do procedural worlds. But I'm quite far off on that as of yet :)
When you get close to the asteroid field, it should trigger a sound bite saying: 'Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1 !!!'
Hahaha. Yeah, for sure. Uhm I am thinking of adding in collisions to the bigger asteroids and create tension by making the ship bounce really badly if you hit them. Unfortunately, I need to reduce the number of active Asteroids if I do that otherwise the performance will be quite poor.
@@ArghanionsPuzzlebox Cool - I think sound effects would be awesome.
Will see what I can do for that :)
Hello blogger, I would like to ask, that is, when I was studying your tutorial, I designed my spaceship exactly according to your steps, but the spaceship did not move after I clicked to run, what is the reason? It has been successfully bound to the keyboard, but no response when I press it, which makes me very distressed. . .
Have you created a Gamemode that uses your Ship Blueprint? Does the ship actually spawn properly when you do this?
@@ArghanionsPuzzlebox
yes i created and also set the ship game mode.
@@ArghanionsPuzzlebox All are implemented step by step according to the steps in the video, but the spaceship seems to be unable to move after clicking to run
@@ArghanionsPuzzlebox Blogger, if I port your spaceship in this project to my project, what should I do? Is it possible to copy the ship file and ship game mode to my project and then make key changes? I'd like to try it out and see if it's a problem with my ship setup or something else, sorry to bother you for so long, I'm so sorry, I really appreciate your help, because I also love games about space universes, etc.
Yes. You can definitely Migrate my Blueprint to your project. All you need to make sure is that the Input in your Project Settings match the same as in the project from me, and that you set the imported blueprint as the new game mode.
I would recommend you joining my discord server (link in the description) and we can discuss it there. I'm sure we can fix it. Other people have gone through this tutorial and had a working product by the end, so it must be something that is quite minor that isn't working right.
no idea if you'll see this but followed everything to a T (i think) and yet all of the camara moements seem to happen at once and the model im using just flys as fast as it can to the right unsure what ive done wrong but some guidence would be lovely
Hey there. Most likely it's an issue with the thruster which is pointing in the wrong direction. Try rotating that and see if it fixes it. Also the speed being max all the time must be due to values. In some instances what worked for me might not exactly work for you value wise. The 3d model determines how the thruster behaved as well.
Hi i still got issues with the thruster part, should have put that I am using my own custom mesh for this. tried looking at the vbaluses ye I'm can't find anything any welp would be nice thanks.
more context it move in the direction of the Y axis
@@ArghanionsPuzzlebox
As far as I know I followed the video entirely, and almost everything is working just as I was hoping, but if you hold the decelerate key on my ship you slow down to a certain point then just fly straight up into the air at insane speeds. I don't exactly understand what is causing it or what to do to try to resolve it.
Not sure what could cause this as if I reach speed of 0 with this setup the ship just lands, basically. Might be something to do with collisions?
HI, happens to me too, trying to solve the problem.
Around 45:25 there is a subtraction node, the sequence of the inputs seems wrong! Link forward velocity to the first node input and gravity threshold the second, then you will be fine! The ship will go down instead of flying up
@@yiahahaha5775 Im having trouble with this, can you elaborate? You mean cutting Vector length out entirely?
Edit: Actually I found that the -980 he says to put in the Lerp down the line was my culprit. Putting that to 0 made no vertical movement happen when you stop.
The blueprint connections you show at the beginning ( @9:05 ) don't match what you instructed to do later in the video. For instance, for the Roll, Move Up, and Move Right sections have ForwardTorque in all three at the end ( @47:54 ), but in the first example, you have them with their corresponding TorquePower inputs (ie. - Forward TorquePower, Side TorquePower, and RotationTorque).
I did everything you did but when I press play, it shoots me to the center of the game world, it doesn't show the ship, and I cannot move. I have the GameMode set up correctly, and I even used the GameMode Override in the World Settings, but still nothing happens. ????
Hi
I made a mistake when I did the copy paste and not changed the ForwardTorque on the other 2 setups to the respected Variable. Thanks for pointing it out. I think I just got lucky that it worked when compiled but definitely what you saw at the start is the right approach. Have you tried both variations?
By the way, most people doing this tutorial have got it working fine by following these instructions so I'm not quite sure why this wouldn't be the case for your setup.
Hello, there is a small error in the tutorial, which is that when the ship speed drops to 1-0, the gravity coefficient -980 causes the ship to fall upwards, when it is turned off, the problem disappears. Thank you
Oh? That's odd. It didn't happen to me. I'll take a look as well.
@@ArghanionsPuzzlebox here ua-cam.com/video/jryE6dQV0Yw/v-deo.html
i was having this problem, i change that value for 0 and it works fine, i don't know if this changes something, for now not
Please show how to make bases on the surfaces of the planets so that they rotate with the planet. How to make orbital bases. It is very interesting. Oh god, I have too many questions for you. )))
Hi. What you would want is to have a blueprint that contains the planet with it's pivot at the center and then have your "base surface" on top of the planet surface, parented to that planet so that it rotates at the same time with the planet. The Pivot of the base might need to be the same as the planet for this to work, though.
You also need to have a functionality in the blueprint that changes gravity so that your character is always "dropping" towards the planet center. If you have collisions on your base surface, it will keep your character from falling through,
Nice Video but i have the problem where it just sends me into space, I think it has something to do with the collision but if someone had the same problem can you please help me
Can you go through it again, I'm sure there is a setting somewhere that you haven't followed exactly which might cause it. Look at the Simulation tick box in the blueprint, generally that's where people get it wrong.
I think I was having the same problem as you and a few others here, and I think I found the issue: In the "overview" near the beginning (at 9:18 to be exact), Arghanion shows the "Velocity and Rotation" blueprint block - but in the actual tutorial, I think he forgot to show the division node that you will see in the overview at 9:18. Once I painstakingly compared the overview with his step-by-step and put the division node in (followed by the subtraction node that is already there) things started working for me. All I did from there was tweak a values/variables, etc.. to get the "feel" I was after. Hope this helps.
@@droidsdeals3161 i have an other solution, there is a variable (i dont remember the name and im not on my computer), if you start the game, press shift+f1 for cursor then press on to the ship model on the right top, somewhere in the variable there should be one that starts to go up if you slow down, just set that variable to 0 in the blueprint and id works
@@droidsdeals3161 You're a genius. TY for this!
Hi, did you solve your problem?
Now we just need a tutorial on making the ship shoot lasers
Should be able to do one in the near future.
@@ArghanionsPuzzlebox Cheers. Looking forward to more space videos.
i cant find spaceship mode in content browser help
Not sure what you mean. Which minute of the video are you refeering to?
Wow! Is that one of Arghanion's original ship designs too? 😉
The Millenium Original Design Falcon, yes. AHAHAHA
hi bought that project but it doesn't work with an xbox controller?
Hi. Thank you for your purchase but the project only supports Mouse and Keyboard. The mapping needs to be added for a controller in order to work
walkable ship interiors and cockpit fps view...? The holy grail of space flying games, is flyable ships, with ship interiors and seamingly transition between walking / combat fps and flyable fps.
Get this right and you literally beat Star Citizen out of the water.
Will develop these projects further and maybe one day they will be closer to that.
At the moment I have uploaded my first Space Station in Unreal Engine.
Star Citizen does this right now...with the added bonus of killing you for no reason at any random time as you glitch through the floor. ;)
this movements are not for a spaceship it's for a real-world jet like this tutorial (UE4 Flying Jet Movement 4.25)
Not working for me for some reason, in 4.27. The ship model just blasts itself fast into space and even the camera is not following it. Funny.
Not sure why there would be a problem
I tested this on countless projects and works everytime.
same thing happens to me!
Look at what default values you have set on each variable
For some reason my spaceship is only moving downwards
Something wrong in the blueprint when you set it up. I've been using this exact one for a long time now.
Having the PIP when showing your project is super annoying. You talk about UI on the bottom left of the screen and we can't see it because your face is in the way.