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Stabilising mesh to create realistic handling

Hi,

I'm trying to create a 6dof/Descent style of game and so my first step on this journey is to create the movement of the ship. I followed a tutorial on the UE4wiki and am pleased with the results however, to perfect this movement I need to figure out how to stabilise the craft while input is not pressed or the ship is not in motion

Basically, when I move left or right (WASD input) and move my mouseinput my mesh begins to tip, but does not go back to its original position when still. I want it to go back to an original position.

Basically, I want an effect similar to this but using proper physics: http://www.youtube.com/watch?v=cs8UXvNX8W8

Also, I only want this to be applicable when using the MoveRight input, as I have inputs that allow manual rotation of the ship.

I took a look at the Flying Template Blueprint but got lost pretty quickly, I am using Set Linear Physics Velocity to control the ship. I am unsure if the way this template handles it would be applicable to the way I've set up.

Here is what I currently have in Blueprints: http://gyazo.com/048a2b8c77f88b3b4d6c0004ecb34c14 Here is how my mouselook is setup(not using physics linear velocity): http://gyazo.com/0081c30f3119ab487838f64c1db172f8

Thanks.

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asked Oct 20 '14 at 01:29 PM in Blueprint Scripting

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Coldhands
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Increase the Linear Damping.

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answered Oct 25 '14 at 01:30 PM

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alperenakyuz
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