Why Can't The Flying Example Ship Do A Loop? & Movement Questions
Why Can't The Flying Example Ship Do A Loop? When you try to do a loop it goes to the point of going straight up and then starts to do some odd barrel roll movement. I remember there was a biplane game that one of the artist built and it looked like a more true example of flying than this one.
I'm also really confused about why the ship just flies forward with no input. I'm just trying to figure blueprints out, but I do get that it looks at the current time tick and adds a value to the forward momentum. I would really like to tie that to a button press, I also want the speed to go to zero so I can land the craft as well.
The other thing I would like to do is have the model bank to the left and the right when turning. Anyone want to help show a blueprint challenged artist how it is done? Thanks in advance for any help (currently watching UE4 blueprint video series trying to learn as much as possible as soon as possible !)
asked Jun 15 '14 at 11:08 PM in Blueprint Scripting
Gimbal Lock. This is a well documented problem: http://en.wikipedia.org/wiki/Gimbal_lock
The problem is that the blueprint is using Euler angles with vectors and rotators, the solution is to adopt quaternions instead - which are not currently properly supported by Blueprints for reasons many of us have not been able to fathom; and if it were exposed you'd likely need to change a fair bit of the movement setup in the Blueprint. There is an absolutely solid description of how to handle these degrees of freedom here (note that the code is UnrealScript as it is for a previous iteration of the engine, but the technique does translate quite well into UE4 in theory). http://www.preparefordescent.com/docs/6DOF_UnrealScript_Tutorial_ini.pdf
I don't have the blueprint example you're describing to hand, so I can't answer the other half of your question - but depending on the first half of your aims, this may have unfortunately rendered the second half redundant since it's not actually that easy to do in blueprints - and it's very math heavy.
answered Jun 16 '14 at 12:51 AM
In case of an non gravity flying pawn this works. if you just disabe "Set Current Role Speed" on Move Right event, it will also disbale the automatic back rotation. https://answers.unrealengine.com/questions/596782/stop-unwanted-flying-pawn-z-axis-reorientation.html
on the other hand if you want to have a aircraft controll system, try out aerocomp. (https://www.unrealengine.com/marketplace/aerocomp) its worth its money
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