Lmao just got done going through the previous tutorial on 4.17 like "eh blueprints cant be THAT different", followed along, made some executive decisions based on guess work, went to tweak the values and figured id check comments to see what other people did, notice "4.25 version" like shit wish I knew this an hour ago hahaha Thanks for the update good work
Works pretty sweet. I've goen through just about every one of these tutorials I could find and this one works the best so far. I'm goign to adapt it for 6 DoF spacey stuff. Thanks for the startign point!
Fantastic tutorial, this is EASILY the closest I've managed to get to my intended goal of more or less recreating Star Citizen's 6DoF flight system. I haven't been able to find a single tutorial that accurately got the right feel for Pitch/Yaw/Roll that I've been seeking until now. I haven't tried yet but I plan to implement Up/Down and Left/Right Strafe to this now that I have it working and tweaked a little. I'm a total beginner at both Unreal and 3D physics but I would assume it would be better to implement strafing into this blueprint setup you've shown by using AddForce in the desired direction? Once I have strafing thrust I also plan to add a 'ship computer' toggle to cancel out velocity in all directions automatically and bring the ship to a floating standstill. Regardless, please do more tutorials like this if you have the time, I love that you actually explained why you were doing what you were doing rather than just speedrunning the blueprint assembly process like most similar tutorials.
Not sure If I'm doing something wrong but it seems the forward momentum pretty much stays locked to the initial direction that the ship was going towards, so no amount of stopping the ship and taking a turn will stop it from continuously going in its initial direction. You can sort of bend its direction but that's it. Any ideas how to fix this?
@@ThrillDaWill I updated the entire system and made my own using this as a starting point. Here is my tutorial take on space flight: th-cam.com/video/jryE6dQV0Yw/w-d-xo.html
Wonderful! I followed the old one and this one as well. I'm still curious about Thrusters Nodes, Boost/Nitro effect and Physics Based Collision. Plus, how would you got about setting up Physics Based Gravity?
Hello, I've been fallowing this tutorial but I'm using unreal engine 5 and on a blank project because there is no ship project anymore or so it seems, I'm new to Unreal engine 5 and development in general, I am using a skeletal mesh and when I press play (I am stuck at 12:10) my mesh didn't move at all and camera wasn't attached to it or so it seemed, then I looked online for solutions and I read that it could have something to do with collisions, so i tried different collisions until I put all of them in overlap and it seems to "work" the camera is behind the mesh as in your video and the mesh is flying forward but for some reason all the parts that are attached to bones are moving weirdly and in the video you say that if you hold something it slows down (i don't know how to slow it down or if I can). Any idea of what I am doing wrong? thanks to whoever reads this!
Less sure of what to do about the mesh issues, I think I'd need to know what mesh you're using. for the slowing down, I was using UE4's input system where inputs go from -1, 1 and resting at 0 if no input, so I was using the -1 to tell the ship to slow down. 11:18 is where I show the finished thrust setup
@@kylerasmusson7833 you can say that again. I just wanted to get back into game making after a really rough while. Sorry for waking you on a three year old video, try to have a nice day
Im having major difficulty with making this for my FirstPersonCharacter, i'm trying to make a flying pegasus that can take flight once they jump, but I can't AddTorqueinDegrees because it says I need to have Simulate Physics on. But I don't want that on because that makes the character ragdoll. Not sure what to do.
@@just_a_mango heh, i just had that problem too, check it out, make sure your static mesh is the root (first mesh in the viewport hierarchy) cause if it's the scene component, then it doesn't change direction !!
after countless hours of searching and trying out different tutorials this tutorial finaly worked in UE5 thanks a lot👍
Lmao just got done going through the previous tutorial on 4.17 like "eh blueprints cant be THAT different", followed along, made some executive decisions based on guess work, went to tweak the values and figured id check comments to see what other people did, notice "4.25 version" like shit wish I knew this an hour ago hahaha
Thanks for the update good work
Hahah, of course!
Let me know if there's anything you'd like to see me go over!
Works pretty sweet. I've goen through just about every one of these tutorials I could find and this one works the best so far. I'm goign to adapt it for 6 DoF spacey stuff. Thanks for the startign point!
Regardless of how I steer my ship keeps moving in the positive x access. I cant get it to go negative. Probably something simple im missing
Thank you so much! This tutorial is great for my Game! It helped me out a lot! :D
Super awesome tutorial will be really helpful for my first planned commercial game so thanks a lot
Hi !
Thank you for this video !😃
Can you do an update of this video in UE5 using the Enhanced Input System ? 😁
Fantastic tutorial, this is EASILY the closest I've managed to get to my intended goal of more or less recreating Star Citizen's 6DoF flight system. I haven't been able to find a single tutorial that accurately got the right feel for Pitch/Yaw/Roll that I've been seeking until now. I haven't tried yet but I plan to implement Up/Down and Left/Right Strafe to this now that I have it working and tweaked a little.
I'm a total beginner at both Unreal and 3D physics but I would assume it would be better to implement strafing into this blueprint setup you've shown by using AddForce in the desired direction? Once I have strafing thrust I also plan to add a 'ship computer' toggle to cancel out velocity in all directions automatically and bring the ship to a floating standstill.
Regardless, please do more tutorials like this if you have the time, I love that you actually explained why you were doing what you were doing rather than just speedrunning the blueprint assembly process like most similar tutorials.
Not sure If I'm doing something wrong but it seems the forward momentum pretty much stays locked to the initial direction that the ship was going towards, so no amount of stopping the ship and taking a turn will stop it from continuously going in its initial direction. You can sort of bend its direction but that's it. Any ideas how to fix this?
were you using ue5?
@@ThrillDaWill yes
@@ArghanionsPuzzlebox mine is doing it as well
But I fixed it by placing the mesh as the root
@@ThrillDaWill I updated the entire system and made my own using this as a starting point. Here is my tutorial take on space flight: th-cam.com/video/jryE6dQV0Yw/w-d-xo.html
Hey, I don't know if questions get answered anymore, but when I land the ship gets stuck to the ground. How to take off again?
Wonderful! I followed the old one and this one as well.
I'm still curious about Thrusters Nodes, Boost/Nitro effect and Physics Based Collision. Plus, how would you got about setting up Physics Based Gravity?
Hey! Great tutorial. At around 8:58, what if you want your jet to be able to go backwards? What would you do?
You'd just set the 0 to be a negative value for reversing instead of 0 for no thrust
@@kylerasmusson7833 ah, gotcha. Thanks! Is there a way to make it so that you don't fall whenever you input negative thrust?
I changed my model to a butterfly, used a skeletal mesh, I see the mesh but there is no movement
Does this fix the flying through walls problem in UE5?
How can i adapt this to the new Enhanced input system?
How do I enable/toggle first person(cockpit) view into 3rd person view?
Hi! Can you make video how to script simple Tiltrotor movement?
Hello, I've been fallowing this tutorial but I'm using unreal engine 5 and on a blank project because there is no ship project anymore or so it seems, I'm new to Unreal engine 5 and development in general, I am using a skeletal mesh and when I press play (I am stuck at 12:10) my mesh didn't move at all and camera wasn't attached to it or so it seemed, then I looked online for solutions and I read that it could have something to do with collisions, so i tried different collisions until I put all of them in overlap and it seems to "work" the camera is behind the mesh as in your video and the mesh is flying forward but for some reason all the parts that are attached to bones are moving weirdly and in the video you say that if you hold something it slows down (i don't know how to slow it down or if I can). Any idea of what I am doing wrong? thanks to whoever reads this!
Less sure of what to do about the mesh issues, I think I'd need to know what mesh you're using.
for the slowing down, I was using UE4's input system where inputs go from -1, 1 and resting at 0 if no input, so I was using the -1 to tell the ship to slow down. 11:18 is where I show the finished thrust setup
did you find a solution
please reply if you did
YO, at 12:32 what key did you use to make the spaceship stop. i copied exactly what you did btw
how to rotate mesh in flying pawn ?
I don;t know if you are still around but boy the new enhanced input is making this annoying to go back to
@@kylerasmusson7833 you can say that again. I just wanted to get back into game making after a really rough while.
Sorry for waking you on a three year old video, try to have a nice day
i followed it exactly but it wont stop rotating when i press my rotate buttons
Im having major difficulty with making this for my FirstPersonCharacter, i'm trying to make a flying pegasus that can take flight once they jump, but I can't AddTorqueinDegrees because it says I need to have Simulate Physics on. But I don't want that on because that makes the character ragdoll. Not sure what to do.
did you find a solution
please reply if you did
Thank you.
Of course! Let me know if there's any other topics that you'd like me to cover.
literally failed on the 4.17 due to changes, tried this one 4 times now and still failing, maybe making games is not for me
It's weird...When I move I don't move in the right rotation....
How so? Like if you're trying to turn right, you instead move up? Or trying to turn right, but instead you turn left?
@@just_a_mango So if you're pressing W it ignores any other rotators?
@@just_a_mango heh, i just had that problem too, check it out, make sure your static mesh is the root (first mesh in the viewport hierarchy) cause if it's the scene component, then it doesn't change direction !!
@@AdLazy You just saved me a day.
Does replication works with this?
does not work in 4.27
not event tick D: