I have been messing with how to implement flight in UE for a while. Always over thinking it. This is the best tutorial I have seen for implementation. I did notice some things being a Aircraft junkie and working for 32 years at a Aircraft company :) If you ever decide to update the tutorial think about these changes. #1. Roll should be A&D keyboard. Rudder movement at high speed is minimal in an aircraft, they turn by rolling (banking) and using the elevator to turn. The minimal rudder amount in the turn keeps the nose up. (that is where I am working to link this together for more realism in a sim). #2 Flaps (unless used a elevons) are not connected to the elevator. They go down only. They provide lift for landing, slow speed landing only. Generally deployed with landing gear. But very, very seldom go positive up. (unless elevons which are connected to the ailerons to provide additional surface in turning, but when landing function normally). But those are simply tweaks and enhancements to a very well done basic flight tutorial. Thanks!
Amazing Tutorials. I've been using this as part of a college project and it's been a massive help. With the understanding I got from the flap, rudder control etc. I was able to make it so if the 'target speed' is below the 'minimum speed to not fall' the flaps extend, making it seem like the flaps are slowing down the plane. Thank you so much for these tutorials!
This was an absolute legend of a find - it's helped me with a university assignment so much! One probelm I have though is when I yaw, I seem to strafe in that direction as well... lol
I think it's funny you say multiple times that this is not meant to be a military simulator but i'm building a military simulator lol I improved the flight dynamics to my needs but this is best tutorial that I found. Thanks!
Also, I love your videos I think that after you have been doing this for a few months your videos are the next logical step because of your optimizing... that being said i think that if you spent a few more hours editing your videos you could cut almost half of the filler stuff out (like all the time your screen is saving) I know it would be more work, and you would probably have to record video and audio seperately which would be annoying, but I promise you would get more viewers if you had shorter videos. Personally I watch 3 hour tutorials all the time, but im not your average viewer. Just my 2 cents and I will personally keep watching either way!
Thank you once again! Really quality tutorial. Just to anyone else, if you have the exact same blueprint as him but one of the motions isn't working, try increasing the multiplier before adding each offset, I think the mass of your object/pawn affects the numbers. Maybe turn off gravity too since we're using artificial gravity? :)
Absolutely amazing tutorial. I've been struggling with a straightforward flight model for weeks. I'm running into an issue where my thrust value appears to be interrupting maneuvering inputs, and occasionally I seem to lose control of roll, in particular. It's as if thrust ("Left Shift") is somehow modifying the roll rate. Haven't been able to sort out the logic yet. Anyone experience this? I'm thinking the issue is probably "shared" inputs between a 3rd Person pawn and the Aircraft, as I'm trying to set up both 3PS and possession/un-possession of vehicles.
Hmm it's possible you're setting a value you shouldn't be inside of the thrust code. If you can't figure it out feel free to join my discord and ask me or someone else for help. discord.gg/PdvudWx
The only problem I had in this whole tutorial was that the mouse inputs don't seem to "lock"? Meaning, if I pull my mouse down to fly up, at a certain point the plane will stop climbing and I have to pull my mouse down further to get it to continue upwards. I'm positive it's a semi-easy fix but I haven't a clue where to start. Honestly not a big deal though.
29:02 The Mouse Axis mappings don't work for me. I have all the nodes done correctly inside the "Update Pitch" function, but nothing happens. I tested the function with Keyboard mappings, and it does work. But the "Input Axis Pitch", configured as "Mouse Y" is not feeding any value into the function. I tried Printing the Axis value, and it is always in zero. Any ideas? I'm using UE 5.1
Hi, i have a problem, when I yaw 90º, the plane goes back. The addActorLocalOffset goes from X=something Y nothing and Z nothing to X nothing Y something and Z nothing. The probem is that when X=0 and Y= max the movement goes in X axis and not in Y axis, my head hurts so much XD
Hi,i solved this problem by just doing the x with y thing again,but this time it just randomly worked,yeah,I'm not going to move anything on the Update position function anymore 💀
Thank you so much for this. Question please: I see that your plane doesn't get into gimbal lock. I see some people in the comments below suffering gimbal lock. Is there something we should be doing to ensure no gimbal lock? Finally, could we do this on the default 3rd person character? Thank you again!
I think your bp will run ultra slow when more player pawn spawn in your level. The thing is, all physics were built in already, you just need to use it... idk why you are doing physics in your bp... But anyways I gave you a thumb up and most of it does help
Hello! I'm using enhanced input as well. May I ask you how did you set up inputs? For some reason mine don't work. I just don't know which modifiers to use and what not. Appreciate any help!
You need input mappings(IMC), then you need to define UInputAction and bind player input enhanced component or something like it to InputAction. You need to initialize IMC too and set him a priority You can see examples in default third person or first person project @@nikitafff5191
Great video. I have a question- when I pitch up beyond 90-deg, my actor suddenly 'flips'. So if the Sun were on the right side, its suddenly on the left. Might you know how to get around this behavior?
If you're moving something each frame you need to scale the movement by the delta time (time between frames) or else the thing will move faster on higher FPS and slower on lower FPS
Yeah they changed it in unreal 5. There is just one multiply node now. You have to right click on the grey input/output pins and convert them to the type you want
@@ReidsChannel yea i found it lol was a pain but I got it playing around with Niagara for the engines gunna come up with a cool custom thrust look I love playing with Niagara it's super satisfying to use
Hey man! Thanks for this detailed and well explained tutorial, it's helping me a bunch! The only problem I have is that for some reason my plane doesn't get the thrust inputs and as soon as I hit play the current speed decelerate to zero no matter what although all the others controls and movements work like a charm. I quadruple checked and everything is the same as yours project, do you have any idea on what I might have missed?
Hmm not sure, try printing out your trust each frame or adding some breakpoints to the input events where you're increasing/decreasing the thrust. That should help you debug the problem.
@@ReidsChannel There is something wrong on my InputAxis Thrust, if I remove that event, ThrustSpeed matches CurrentSpeed and MinSpeedToNotFall and plane just go forward as it supposed to, however when it's connected ThrustSpeed is immediately zero and CurrentSpeed decrease slowly to zero while not receiving any input (and at least I know that gravity is working). Weird, I am gonna lose some sleep on this one I think.
@@ReidsChannel Hey man I fixed it. I was multiplying by the thrust speed instead of adding in the thrust event. Now I feel like I'm an idiot, good thing I "quadruple checked" hahah :) Thank you for taking the time to answer me. I will join the discord anyway and I checked the other tutorials on your channel, really good stuff, keep it up!
my controls seem to not be changed when i rotate the plane meaning that when i am rolled 90 degrees and then pitch my nose will rise up instead of to the side, any help with this?
Figured it out. for some reason I ticked the use controller rotation pitch yaw and roll but when you do this it makes it false. meaning it wont inherit the movement. good tut so far my fault
I have been messing with how to implement flight in UE for a while. Always over thinking it. This is the best tutorial I have seen for implementation. I did notice some things being a Aircraft junkie and working for 32 years at a Aircraft company :) If you ever decide to update the tutorial think about these changes.
#1. Roll should be A&D keyboard. Rudder movement at high speed is minimal in an aircraft, they turn by rolling (banking) and using the elevator to turn. The minimal rudder amount in the turn keeps the nose up. (that is where I am working to link this together for more realism in a sim).
#2 Flaps (unless used a elevons) are not connected to the elevator. They go down only. They provide lift for landing, slow speed landing only. Generally deployed with landing gear. But very, very seldom go positive up. (unless elevons which are connected to the ailerons to provide additional surface in turning, but when landing function normally).
But those are simply tweaks and enhancements to a very well done basic flight tutorial. Thanks!
Amazing Tutorials. I've been using this as part of a college project and it's been a massive help. With the understanding I got from the flap, rudder control etc. I was able to make it so if the 'target speed' is below the 'minimum speed to not fall' the flaps extend, making it seem like the flaps are slowing down the plane. Thank you so much for these tutorials!
This was an absolute legend of a find - it's helped me with a university assignment so much!
One probelm I have though is when I yaw, I seem to strafe in that direction as well... lol
Quick Tip(s): on the variables when you drag out hold Alt for set and Ctrl for get (faster than dragging then selecting)
Every time you write "float-" or any other math just write the symbol, its like the first thing that pops up if you just put in "-" or "*" or "+" etc.
Thanks for your kindness, amazing tutorial
Thank you for sharing your knowledge with the community.
I think it's funny you say multiple times that this is not meant to be a military simulator but i'm building a military simulator lol I improved the flight dynamics to my needs but this is best tutorial that I found. Thanks!
Also, I love your videos I think that after you have been doing this for a few months your videos are the next logical step because of your optimizing... that being said i think that if you spent a few more hours editing your videos you could cut almost half of the filler stuff out (like all the time your screen is saving) I know it would be more work, and you would probably have to record video and audio seperately which would be annoying, but I promise you would get more viewers if you had shorter videos. Personally I watch 3 hour tutorials all the time, but im not your average viewer. Just my 2 cents and I will personally keep watching either way!
MinThrustToNotFall
Also known as "stall speed", my dude.
:D
very nice video
Hi thank you for this. I am on 5.1 and at Timecode 8:12 I cant find "Float Multiply" it simply does not show up... Any help please.?
Is there an alternative to using event tick?
From other sources I understand that it's not good for performance to use it, or is this not true?
Thank you once again! Really quality tutorial. Just to anyone else, if you have the exact same blueprint as him but one of the motions isn't working, try increasing the multiplier before adding each offset, I think the mass of your object/pawn affects the numbers. Maybe turn off gravity too since we're using artificial gravity? :)
As usual nice Video!!!..thank you :)
Hey thank you :)
at 6:08 i cannot find the float < setting. is there a fix?
im confused why this only has 18 likes and 2 comments.. it needs way more likes
Well it's pretty new and so am I lol but thanks :)
@@ReidsChannel This is gold
Fantastic tutorial!! Thank you so much :)
Absolutely amazing tutorial. I've been struggling with a straightforward flight model for weeks.
I'm running into an issue where my thrust value appears to be interrupting maneuvering inputs, and occasionally I seem to lose control of roll, in particular. It's as if thrust ("Left Shift") is somehow modifying the roll rate. Haven't been able to sort out the logic yet. Anyone experience this?
I'm thinking the issue is probably "shared" inputs between a 3rd Person pawn and the Aircraft, as I'm trying to set up both 3PS and possession/un-possession of vehicles.
Hmm it's possible you're setting a value you shouldn't be inside of the thrust code. If you can't figure it out feel free to join my discord and ask me or someone else for help.
discord.gg/PdvudWx
The only problem I had in this whole tutorial was that the mouse inputs don't seem to "lock"? Meaning, if I pull my mouse down to fly up, at a certain point the plane will stop climbing and I have to pull my mouse down further to get it to continue upwards.
I'm positive it's a semi-easy fix but I haven't a clue where to start. Honestly not a big deal though.
thank you, my plane fly!!! and he doesn't crash!!
29:02 The Mouse Axis mappings don't work for me. I have all the nodes done correctly inside the "Update Pitch" function, but nothing happens. I tested the function with Keyboard mappings, and it does work. But the "Input Axis Pitch", configured as "Mouse Y" is not feeding any value into the function. I tried Printing the Axis value, and it is always in zero.
Any ideas?
I'm using UE 5.1
Thanks a lot! Works fine as it is even in UE5 *thumbsUp
thanks a lot!
it's really helpful😍
thanks a lot for this!
Hi, i have a problem, when I yaw 90º, the plane goes back. The addActorLocalOffset goes from X=something Y nothing and Z nothing to X nothing Y something and Z nothing. The probem is that when X=0 and Y= max the movement goes in X axis and not in Y axis, my head hurts so much XD
when I was done with the pitch it does not let me go up but I rotate up
please help
amazing tutorual bro is there any chance you can do a space ship tut with side thrusters etc etc
this is very cool, Please make a tutorial on take off and landing mechanism .. or May be VToL ?
My camera wont follow the plane when I start it, the plane just drifts off into the distance and I'm just standing there. Pls help.
My plane clips through all types of static meshes and blocking volumes. Any recommendations on how to fix that?
Great video,i just have 1 issue, 13:48 instead of moving forward,my aircraft 3d model moves to the left.Is there any solution for this?
And yes,i have also tried x with y but it moves backwards.
Hi,i solved this problem by just doing the x with y thing again,but this time it just randomly worked,yeah,I'm not going to move anything on the Update position function anymore 💀
hello i had an issue i am on version 4.16 and when you were at about 11:39 you said it should work but it didnt it glitched
Thank you so much for this. Question please: I see that your plane doesn't get into gimbal lock. I see some people in the comments below suffering gimbal lock. Is there something we should be doing to ensure no gimbal lock? Finally, could we do this on the default 3rd person character? Thank you again!
23:58 I can't connect float * float with AddActorLocalRotation helpppppppppp
Right click on delta rotation and split the node :)
@@ReidsChannel thx great vid
ure tutorials are long but great
How could i make the roll level itself out to world plain if it's less that 90 degrees.
As i understand currently we are not tracking actor rotation
"instantly Ya to that amount" Made me chuckle not gonna lie
wdym? lol
@@ReidsChannel 21:11 its just kinda funny out of context
@@chayalexander18 lol if u say so
Great tutorial, Thank you very much! If i want Yaw speed to change at different current speeds, what would be the best way to do this?
Verry good :D
Thank you!
I think your bp will run ultra slow when more player pawn spawn in your level. The thing is, all physics were built in already, you just need to use it... idk why you are doing physics in your bp... But anyways I gave you a thumb up and most of it does help
Thanks
i followed your tutorial, but for some reason the elevator pitch doesn't work properly, the plane isn't going up
i figured out how to make it go down, but i can't make it go back up
nvm. i followed the video wrong. i solved the problem
How to return elevators, aileron, rudders to it's initial position after key released? I'm using enhanced input in UE5
Hello! I'm using enhanced input as well. May I ask you how did you set up inputs? For some reason mine don't work. I just don't know which modifiers to use and what not. Appreciate any help!
You need input mappings(IMC), then you need to define UInputAction and bind player input enhanced component or something like it to InputAction.
You need to initialize IMC too and set him a priority
You can see examples in default third person or first person project
@@nikitafff5191
Great video but i had to stop as I was nto able to get pitchign to work. :( Still a good video but I will have to find a nother method.
How to replicate movement?
Great video. I have a question- when I pitch up beyond 90-deg, my actor suddenly 'flips'. So if the Sun were on the right side, its suddenly on the left. Might you know how to get around this behavior?
Hi!,i have a problem.My BP_Jet only moves forward cause when i yaw it makes a weird drift,help :/
hi?
it also happends the same with pitch
can someone help me?
I did exactly what you did, but my "yaw"ing doesn't work.
never mind!
I figured it out lol
What about First Person Sword Tutorials?
Not a bad idea :) I'll add it to my list. Btw I have a discord channel where you can request ideas. discord.gg/PdvudWx
can anyone tell me why we are multiplying stuffs with delta time?
If you're moving something each frame you need to scale the movement by the delta time (time between frames) or else the thing will move faster on higher FPS and slower on lower FPS
@@ReidsChannel thanks man
would be nice to know how the hell u got a multiply value for negate float cause it doesnt exist in UE5 lmao
Yeah they changed it in unreal 5. There is just one multiply node now. You have to right click on the grey input/output pins and convert them to the type you want
@@ReidsChannel yea i found it lol was a pain but I got it playing around with Niagara for the engines gunna come up with a cool custom thrust look I love playing with Niagara it's super satisfying to use
@@smittsluchianoTV yeah niagara is nuts
Hey man! Thanks for this detailed and well explained tutorial, it's helping me a bunch! The only problem I have is that for some reason my plane doesn't get the thrust inputs and as soon as I hit play the current speed decelerate to zero no matter what although all the others controls and movements work like a charm. I quadruple checked and everything is the same as yours project, do you have any idea on what I might have missed?
Hmm not sure, try printing out your trust each frame or adding some breakpoints to the input events where you're increasing/decreasing the thrust. That should help you debug the problem.
@@ReidsChannel There is something wrong on my InputAxis Thrust, if I remove that event, ThrustSpeed matches CurrentSpeed and MinSpeedToNotFall and plane just go forward as it supposed to, however when it's connected ThrustSpeed is immediately zero and CurrentSpeed decrease slowly to zero while not receiving any input (and at least I know that gravity is working). Weird, I am gonna lose some sleep on this one I think.
@@vegasbro5298 If you want to join my discord (link in description) I can try to help you out better
@@ReidsChannel Hey man I fixed it. I was multiplying by the thrust speed instead of adding in the thrust event. Now I feel like I'm an idiot, good thing I "quadruple checked" hahah :) Thank you for taking the time to answer me. I will join the discord anyway and I checked the other tutorials on your channel, really good stuff, keep it up!
@@vegasbro5298 No worries lol, ok great thanks!
my controls seem to not be changed when i rotate the plane meaning that when i am rolled 90 degrees and then pitch my nose will rise up instead of to the side, any help with this?
nvm, i had addworldrotation instead of addlocalrotation
when you break the New Position vector can you just split the struct pin instead? or do you have to use the break node?
Splitting and breaking are essentially the same thing - the only difference is where the split happens.
Nodes are head ache
my W key dosent work :/
mine too, do u solve the problem? please share
@@simonsantoso1478 yes ı solve
@@mehmetbaspinar25 would you share?
cause when i press W the speed still 4000 not change
@@simonsantoso1478 ok just wait ı check project
My controls and flaps and stuff move but the actual plane does not rotate or pitch correctly like it isnt getting inputs or something else
Figured it out. for some reason I ticked the use controller rotation pitch yaw and roll but when you do this it makes it false. meaning it wont inherit the movement. good tut so far my fault