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How to create a quadcopter like hover movement controls for a flying vehicle?

I'm looking at the "Flying demo" blueprint project and am modifying it's controls to match those of a Remote Control (RC) quadcopter with auto stabilization. I want the rotation axis to change camera angle, while keeping the vehicle flying parallel to the floor.

I have the following control blueprint, but I noticed that the "Add Actor local offset" moves the actor in the direction of the camera. What function should I use so X and Y move vehicle parallel to the floor and Z moves upwards at 90 degree angle to the floor, ignoring the camera direction?

alt text

Here's what I'm trying to accomplish: alt text

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plane controls.png (175.3 kB)
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asked Sep 18 '14 at 11:54 PM in Blueprint Scripting

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I think you're trying to achieve the same thing as the BP UFO example in the "Content Examples" demo (the map is called "Blueprint_Input_Examples.umap"). It is pretty similar to the way the Tri-Rotor is controlled in Splinter Cell: Blacklist; plus, it also has physics simulation. Checking it would probably help you move forward.

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answered Sep 19 '14 at 10:28 PM

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avatar image Gen Sep 20 '14 at 12:43 PM

I have that project as a base, and the blueprint above is how I modified the project. However, UFO flies in the direction of the nose, not parallel to the ground.

avatar image alperenakyuz Sep 20 '14 at 07:54 PM

I can't tell without seeing how you set the "Current ..." variables. Are they the same as in the base project?

avatar image Gen Sep 22 '14 at 02:34 PM

Cant seem to attach another image, the hub complains "no such upload"

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