UPDATED TO 4.25 kzbin.info/www/bejne/qpm8fJ2nmbZqg5o
@JasonPavik4 жыл бұрын
For people on newer versions of Unreal: it works for me on 4.24 when I use "Get Physics Angular Velocity in Radians" and "Add Torque in Radians". Degrees did not work for me, but Radians did for everything. You also need to run the node directly from the event into the "Add torque in radians" node since there is no longer a space for that in the "Get Physics Angular Velocity" like there was before.
@mcthoma58734 жыл бұрын
hi, please you can help me with that part? i don't underestend how to do that in 4.23 :'( i'm beginner...
@thatfemboyinyourbackyard73634 жыл бұрын
@Jason Pavik I have a problem: I am working on UE 4.25 and I set up everything as you did. However it doesn't add torque when I play. I sometimes get the message that I have to have simulate physics turned on at my plane mesh, although it is already checked. Is there any chance you know this problem?
@lolaswift11118 күн бұрын
thank you so much. I've been trying the whole day recreating the flying controller used in Freelancer but couldn't get it work. although this is different but this looks really good too.
@ReubenAStern5 жыл бұрын
Refines the movement now. I really like it. You really pointed me in the right direction. Brilliant tutorial. If I do anything stupid it goes into a wild spin like a real jet, but it's easy to regain control.
@gastonbob3308 Жыл бұрын
Like a speedbooster to
@GravityPollution3 жыл бұрын
I used a lot of this code to make my space fighter's movement system. I needed to makes some changes to the speed/momentum system so it would fly more like a space ship (and it needed a reverse!), but the overall physics system was great, and so easy to figure out! Very well done!
@ReubenAStern5 жыл бұрын
Not a bad tutorial. Thanks, now I can make jets and stuff! It's sliiiightly different in 4.23, but wasn't difficult to figure out how to get it working. I just gotta mess with values now.
@magnum1642 жыл бұрын
Works in UE5 as well. One of the most explanation filled tutorials on setting up the jet movement. I have watched and tried several tutorials and not many I liked when I got done for movement. Of course I got a flying box, but once I added a skeletal mesh of a plane everything went bonkers. But at least this gives a better understanding of what needs to be done for correction. Even had my box taking off from the ground as well :) Oh well, back to correcting COG for my model.
@ZerofeverOfficial5 жыл бұрын
Ahhh, 1.0 of Angular Damping on the Plane Mesh did the trick. And turning gravity off, world and plane mesh
@nf23036 жыл бұрын
Couldn't find these nodes: -Add Torque (there is however add torque (Radians) and (degrees) but they don't seem to work) -Get Physics Angular Velocity Is there anything i need to enable or something or has it anything to do with updates? what to use instead? Please help
@kylerasmusson78335 жыл бұрын
It seems like many of those nodes have simply been renamed, so you can use those nodes still, between Radians and Degrees, basically just choose one and tweak the math till it feels right, I'd recommend sticking with degrees as it may be easier to comprehend. Also, with the Get Physics Angular Velocity, I was really just using that to help correct rolling, so if you want to, you can just increase the angular drag on the component that deals with your physics forces.
@Anyreck6 жыл бұрын
Nice responsive setup and great Tut- thanks
@MightyYaks4 жыл бұрын
Fun tutorial, looking forward to the updated version. I was wondering which vector would be used for elevation (up/down on z-axis), as for a helicopter or zeppelin ascending/descending? I'm not sure if that's called trim or not. Tested out a few ideas and haven't had much luck thus far (I'm just starting to learn visual scripting in UE4, so it's all a bit overwhelming). This was the only tutorial I've tried that I was able to get (mostly) working! Also, a few notes for other noobs like myself: - Connecting "Add Torque in Radians" to both Event Tick (with Accel change checked) and my Mesh also worked for me. (Thanks, benoit carde!) - Setting "Angular Damping" within the Mesh settings (inside the flight BP) to "5" pretty much eliminated the overtravel (rolling or pitching continuously) on all axes, though I did have to modify the individual values of multiplication for each control axis (35 / 30 / 20).
@kylerasmusson78334 жыл бұрын
Up vector would be used for elevation changes.
@kioly_ah2 жыл бұрын
really nice tut, keep going bro
@sig33634 жыл бұрын
Hi! I was using non physics based movement until now and, thanks to you, I'm past that! Thank you! These are some stuff I would like to see next: - Collision based physics ...or at least how to make the plane bounce off the walls/ground. Right now, if I hit something...I'll glue to it...and, then, I can't roll or pitch. Here is a gif: gyazo.com/11f939ef23d57d4d05fcd0afa0cf3c64 - Thrusters Nodes ...or how to rotate the Plane while mid air without Thrusting on that direction (like Rocket League cars do - they can rotate freely and will only thrust where they are facing if you hit the input for that). - Boost/Nitro A way to momentaneous increase the acceleration speed.
@benjaminhawklyn6 жыл бұрын
Thank you for the vid, I am going to try this tutorial in the coming week.
@kylerasmusson78336 жыл бұрын
Hope it helps! I'm trying to figure out new things to make, and this is only really a primer, so feel free to let me know what you'd like to see.
@rb44105 жыл бұрын
nice! can u make a tutorial for evasive meanuvers? i tried to lock the camera ... disable all inputs ... set the thrust .. yaw and speed to perform an automatic LOOP meanuver by 1 input ... but can´t control the size of the loop in progression ....
@herodev77722 жыл бұрын
hey thanks for the tutorial! there is any way to separate the thrust, roll, etc from the frame rate? i noticed that ship behave diferent in lower or higher frame rates.. (and yes i have substepping enabled in Proyect Settings, and this happens anyway) It is very bad that the ship travel faster in higher framerates or slower in lower frame rates : /
@kylerasmusson78332 жыл бұрын
Multiply those against “delta time” You’ll need to increase the values quite a lot as, if running at 60fps, delta is .016f, so… example, if you frame locked the game to 60fps, an equivalent thrust would need to be multiplied by 62.5 (.016*62.5=1)
@atravesdemisluceros5 жыл бұрын
Stuck in the first step... the simulate physics options of the UFO is greyed out and unselectable. For a static mesh component to simulate requires simple collision to be set up on the static mesh asset. I go to the static mesh assets and in the collision drop down menu I click add box simplified collision and click save, but the simulate physics is still greyed out and unselectable. What am I doing wrong?
@tysonwilliam17227 жыл бұрын
Awesome Thank for the tuto !
@kylerasmusson78337 жыл бұрын
Glad you enjoyed it!
@Thunder_Owl6 жыл бұрын
Just for kicks (kinda to "feel it" when making nodes) i followed this, using radians nodes, and all works well. So far I have mostly used "fake flying" in my experiments (that you can see on my channel), so I decided to take a look at several tutors and assets that are physics based, including this one. This one - check. :)) I think I will try to make mixed "relaxed" flying mode, where turning also does automatic pitch up. Or, maybe I take linear turn as basis, and add some fake roll-in-out to that. Hmm, we will see. Thanks for tutorial! :)
@DJGTheAwesome5 жыл бұрын
Hello There, if I want to set up the "jet" with another model, how would I go around doing this? I have already made an asset and a mockup of how I think the actor is supposed to be setup and require assistance. Really good vid btw!
@kylerasmusson78335 жыл бұрын
Depends on what type of asset the mesh is, it should be set up as a skeletal mesh, in which case you just need to click on the mesh component and use your new jet model there instead.
@DJGTheAwesome5 жыл бұрын
@@kylerasmusson7833 Thank you so much for the reply, it works!
@Jake-co7rt4 жыл бұрын
Thanks for the vid. Very helpful. (c: Why is it better to write a stabilization routine than to use the "Angular Damping" property?
@capotavola5 жыл бұрын
i use UE4 4.22 and im not able to find GET PHYSICS ANGULAR VELOCITY how you get that ?
@lucasteckell42045 жыл бұрын
me too
@cyrusjameskhan6 жыл бұрын
Hey man great tutorial! How did you get that smooth camera shifting when turning/pitching?
@kylerasmusson78336 жыл бұрын
Settings on the Spring Arm. Turn on the Rotation lag and play with values till you find something that feels nice.
@cyrusjameskhan6 жыл бұрын
@@kylerasmusson7833 Thanks friend! working like a charm! Would love to see more videos from you
@cyrusjameskhan6 жыл бұрын
I just noticed you briefly mentioned the camera lag in the tut, my bad*
@kylerasmusson78336 жыл бұрын
@@cyrusjameskhan No problem! I could have structured the video better, and I'm taking all feedback into consideration in case I make future videos. I would love to make more content, though I'm not sure I can at the current time. I teach Game Design at a university, so it might be a conflict of interest. Other than that, I just need to find topics to cover.
@LuccDev Жыл бұрын
If you lerp with the Zero vector, you're juste constantly just *0.1 your vector... The lerp functions seems useless. Why add it ? Moreover, you are negating the torque in the tick function without checking if the user is inputting something, so you're basically fighting in 2 functions at the same time to add and remove the torque.
@kylerasmusson7833 Жыл бұрын
could probably be rewritten a lot better. Tutorial is quite old and I’ve definitely learned a lot since. Hoping to share new tutorials soon, maybe I’ll revisit this topic down the road.
@LuccDev Жыл бұрын
@@kylerasmusson7833 ahah yeah, despite the criticisms, I used your tutorial anyways, globally removing the torque in the tick function is quite a quick and dirty way of doing it !
@joshuapadilla19165 жыл бұрын
im having a bit of trouble I deleted all of the original inputs in project settings and made mine identical to yours and it says I have 6 elements while you have 33. I think mine is set up correctly but 4 seconds after I click play my spaceship disappears and everything just stops even tho it looked as it was going to work properly . any tips to help fix ? im doing this for a project in class thank you.
@kylerasmusson78335 жыл бұрын
I'm a little confused as to specifically what issues you're running into, but I'd be happy to help figure it out. DM me your discord @ and I'll be happy to work through this with you.
@joshuapadilla19165 жыл бұрын
@@kylerasmusson7833i don't have a discord but I think I know what the problem is but I do not know how to fix it. in the beginning when you showed your project settings and went into inputs I deleted the original and I put your settings in but it shows "6 elements" while on yours it shows "33 Array elements" I don't know what that it but everything tells me that has to be what's wrong with mine
@thatfemboyinyourbackyard73634 жыл бұрын
@@joshuapadilla1916 might be a version difference
@rickloterio5 жыл бұрын
Great tutorial! I gave it a shot but did not manage to get it working ;-; Did some prints and apparently all the inputs are being presses all the time. Have anyone else ran into this?
@rickloterio5 жыл бұрын
Nevermind, the alpha value was just too low for me. All seems to be working fine now. Again, great video!
@alexdlr86 жыл бұрын
I'm starting on UE, and I'm having troubles with inputs. I made the same blueprints but I can't move the jet with any key. I also tried to use the "enable input" after the event "begin play" but it doesn't work. Please help :(
@LaowPing6 жыл бұрын
Turn "Simulate Physics" on for your ship and use Radians instead of degrees (also use radians for angular velocity for the most part)
@klausbdl6 жыл бұрын
in the game mode, dont forget to put the jet bp in the default pawn class
@gabrielwolf64386 жыл бұрын
Did you start with the fps or tps example? If so you have to possess the ship pawn with player controller first.
@izzydizzy97595 жыл бұрын
Okay with the pawn it worked just fine, but i wanted to apply it to a skeletal mesh. When i hit the ground the model rotates like crazy and i don't have control over its movements anymore once this happens. Also, the model only moves in one direction, and rotating or moving it up or down with my mouse makes it go downwards very fast. I did the tutorial 3 times to make sure i did things right, but nothing worked so far with the skeletal mesh. Is there a way i apply the flight effects to a skeletal mesh instead of a pawn? Im using version 4.22.2 Thanks in advance ^.^
@thatfemboyinyourbackyard73634 жыл бұрын
as far as I know he's using a static mesh, not a skeletal mesh. idk if that helps
@ronaldkamanga71566 жыл бұрын
Hi on event tick after you negate the vector why are you dividing by 20? I just want to understand the math behind it. Is 20 special in this case?
@kylerasmusson78336 жыл бұрын
20 is not special. What I should have done is create actual named variables, just to reinforce the intention of the numbers. However, I've since learned a better approach to what I was trying to do, you can use _Angular and Linear Damping_ as a replacement for what I was trying to do there, which is to make sure that the speed and rotation will, if force is no longer applied, reduce to no movement.
@ronaldkamanga71566 жыл бұрын
@@kylerasmusson7833 lol I know... I asked because up until that point I didn't get why you manually counteracted rotation but we learn and we get better so thanks for pointing me in the right direction!!!!
@tryphonmanu2 жыл бұрын
Thank you for this tutorial.
@gerasimimumu75 жыл бұрын
I have gravity Enabled on the pawn, but even when I set the Clamp Min to 0, my pawn just stay hovering and doesn't drop out of the sky. I would like my ship to start dropping, when speed is below a certain threshold. Can you help me out? Cheers, G
@kylerasmusson78334 жыл бұрын
I've got a new video coming that should help address this, also in 4.25, so new engine version!
@fabianoperes21554 жыл бұрын
Amazing tutorial. I wanted to create a shader that bend terrain. To make a ring-map like Halo's. Any ideas on this? A tutorial would make me the happiest person alive.
@kylerasmusson78334 жыл бұрын
Depends what exactly you're going for. If you're looking at just being able to see the ring, like in a skybox, Quixel did a good video on recreating Blood Gulch. kzbin.info/www/bejne/fF6Xh6CEZp2BocU I'd honestly be more likely to not do this via a shader, but instead, if you wanted a player to move along a ring, I'd apply a force in the direction of the floor, and rotate the player so that they're always pointing towards that part of the ring, it seems like it'd be the simplest solution, honestly.
@davste3D6 жыл бұрын
Hi, great tutorial and all, really nicely done. I'm just wondering what would you have to do to stop the rotating or turning event? Because now, at this point, my ship turns when i press D but never stops turning. How would i make it to turn only when i press and hold D, but stop when i release it?
@kylerasmusson78335 жыл бұрын
I would recommend increasing the Angular Drag on whichever component is receiving the physics interactions. Alternatively, in the video, watch at 7:00 I was creating the nodes that also help reduce the drag over time by adding in an inverse fraction of the rotation.
@anooprk43205 жыл бұрын
Thank you for the awesome video. I have a question. How we can make the jet flying automatically straight once we release the Roll or Turn buttons?
@kylerasmusson78335 жыл бұрын
You'd just want to interp the rotator to 0 on the aircraft's Roll (X axis) take a look at the RInterpTo or RInterpToConstant nodes.
@jameshughes30146 жыл бұрын
No. all that happens is the ship falls to the ground. I probably did something wrong but, I think there's, a lot missing from this tut. sorry
@LaowPing6 жыл бұрын
Turn "Simulate Physics" on for your ship and use Radians instead of degrees (also use radians for angular velocity for the most part)
@Michael-uc8zv6 жыл бұрын
This still doesn't fix it
@kylerasmusson78336 жыл бұрын
I could stand to restructure elements of the tutorial to make things more clear, however outside of making sure that the simulate physics is true for the right object, its not immediately clear what would cause this.
@Type0005 жыл бұрын
@@kylerasmusson7833 it still doesnt work.
@KamikazeXeX5 жыл бұрын
@@Type000 If I'm not mistaken gravity for the FlyingPawn sample project is either set to 0 (in the project settings labeled Default Gravity Z) (as opposed to the default -980) or the level Kyle was testing in has the gravity overridden from the World Settings panel to 0
@Bruhhh1633 ай бұрын
Bro my camera started to shake randomly plz help
@trilobite98796 жыл бұрын
Seems to work for the most part, however if i turn or roll it's continuous and doesn't stop? (Rotation stabilisation not working?) Checked the tutorial twice. Any help is much appreciated!
@kylerasmusson78336 жыл бұрын
Apologies for the delay, did you remember to include the function on tick? Thats what I use for stabilisation, otherwise the torque wont stop.
@kylerasmusson78336 жыл бұрын
So, I scripted this on the tick loop, which is silly of me and I found a better approach, go to the physics settings and try a value of 5 for angular drag. Angular drag has an aversion to angular movement and will try and zero it out if it can. It doesn't make it incredibly hard to rotate however, which is super nice. So it takes care of what I was writing on tick by applying a decreased and negated version of the angular velocity.
@SCCipher6 жыл бұрын
Using 4.19 the ship just falls to the ground, also the Torque blueprints have the option of degrees or radians. I picked degrees. Followed this every step otherwise.
@LaowPing6 жыл бұрын
Turn "Simulate Physics" on for your ship and use Radians instead of degrees (also use radians for angular velocity for the most part)
@joshuapadilla19165 жыл бұрын
how do I get radians I have no idea what that is can you help me because I have the same problem @@LaowPing
@thatfemboyinyourbackyard73634 жыл бұрын
@@joshuapadilla1916 you can now basically ignore the radians as there is an easier way to counteract that infinite roll: just turn up your angular drag in the settings bar of your static mesh (and disable gravity)
@walney20084 жыл бұрын
hello, could teach to make a game with boats or tanks, I'm a beginner if possible using BP, thanks
@prudah77714 жыл бұрын
How can I make takeoff?
@walney20084 жыл бұрын
Can you teach how to exchange this model for another downloaded on free3d for example? I'm a beginner at eu4, I'm in Brazil, thank you so much I loved it, ekekek
@thatfemboyinyourbackyard73634 жыл бұрын
First you'll have to change the model to a .fbx file using for example Blender (it doesn't have to be a .fbx file, but those work great for UE4). Once you've done this, you can simply drag and drop your file into the project. The import options should pop up automatically. In these you can leave everything as it is, just make sure that skeletal mesh isn't checked. once you've done this, you go to your viewport (that step is even shown in the video) and select the blue UFO. after that, there should be something like a toolbar on the right of your screen with all the options regarding the UFO. scroll around there until you find the UFO mesh. Then you select your own mesh that you imported, and compile. That's it. It may sound complicated, but it's very easy. Hope I could help!
@almelherman5 жыл бұрын
I try this tutorial first time it worked perfectly , then I don't know what happen can you Upload the project or the fly pawn and input file ??
@kylerasmusson78335 жыл бұрын
I no longer have this project on my computer, however if you'd like, you can direct message me with your discord name and I can try and walk you through what's wrong.
@lucasof5 жыл бұрын
How do I change the look of the ship? I'm new on Unreal Engine '-'
@cdjwmusic5 жыл бұрын
you have to change the mesh of the ship pawn (FlyingPawn), to a mesh that you like (download some or make some in Blender)
@lucasof5 жыл бұрын
@@cdjwmusic thank you
@jonnyatkins65226 жыл бұрын
I can't steer the ship in any direction. It only propels forward. The only thing that appears to be different is in Rotation Stabilization I can't connect 'Event Tick' to "Get Physics Angular Velocity in radians".
@jonnyatkins65226 жыл бұрын
I did end up figuring out a solution. Thanks for the vids, dude
@Mouhamed56716 жыл бұрын
I'm experiencing the same problem. How did you fix it?
@kylerasmusson78336 жыл бұрын
@@Mouhamed5671 If you'd like help, I'd be happy to try and assist, just let me know what works.
@Type0005 жыл бұрын
@@kylerasmusson7833 any news to fix this ?
@kylerasmusson78335 жыл бұрын
@@Type000 Can you detail the specific issues you're having?
@danielzareil2079 Жыл бұрын
Thanking you❤
@vladimirharamincic98144 жыл бұрын
Can anyone please update Set Physics Angular Velocity? my jet cant turn or anything it can only go forward
@thatfemboyinyourbackyard73634 жыл бұрын
it works perfectly fine for me on UE 4.25
@EpicNukeOfficial4 ай бұрын
Same issue
@DanieleMartinello4 жыл бұрын
sigh not works for me...
@FivEDev5 жыл бұрын
I think It is a Bad Tutorial For beginners. I Dont know What a lerp is and if you Dont explain it i cant learn all that stuff but on the Otherhand nice video
@kylerasmusson78335 жыл бұрын
Fair enough, this was my first attempt at a tutorial for KZbin, and I'm always looking to improve. I'd like to make more in the future, and I would absolutely try and either explain every concept in a video, or at least have links to explanations of those concepts. Also, so as to not leave you hanging. Lerp stands for Linear Interpolation. Its used to calculate an output of two values based off of a percentage. For instance, if I want to got a point directly between two locations, I'd plug in point a, point b, and then 0.5f as my percentage, .5 being 50% would give me the location between the two. If I wanted a location 75% of the way, I'd plug in .75 This can be used for other things as well, like rotations, floats, many different types of variables. Hope this helps.
@FivEDev5 жыл бұрын
@@kylerasmusson7833 Okay, thanks. Keep creating Videos and improve 👍
@trampflips1015 жыл бұрын
Just google it, you're not useless
@claudiocroci79905 жыл бұрын
And for a Good Collision???
@kylerasmusson78334 жыл бұрын
Hi! Can you define more what you're looking for? Like ricocheting off a surface, or trying to land on a surface?
@lucasof5 жыл бұрын
5:12 prntscr.com/ptx0eq Mine doesn't have it
@tobecontinued48885 жыл бұрын
add assets on googl drive
@yusuff19755 ай бұрын
FUNKTIONIERT NICHT
@Zvezdan885 жыл бұрын
My Thrust clamp is from 0 to maxSpeed and simulate physics is enabled. But my plane is falling to the ground really slowly and when I reach maxSpeed and let go of "w" it stops immediately. How can I make it more realistic?
@kylerasmusson78334 жыл бұрын
I made a more realistic version in an updated tutorial I'm working on.