Hover Vehicle 2022 Edition from Scratch - Unreal Engine 5 Blueprints Tutorial

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It was about time to revamp my old and very basic 2018's Hover Vehicle tutorial. In this new version, based on Unreal Engine 5, we add lateral stability, full movement controls, a speed boost function and the ability to flip back in case we capsize. As we go along I will also take time to explain _why_ we do things in a certain way, so you can better understand what is going on and how to customize it further to your needs.

Download the hover vehicle 3D asset (free):

!!! DOWNLOADABLE PROJECT UPDATED TO UE 5.2.1 with ENHANCED INPUT !!!
Download the full ready-made project with additional content (small fee to keep this tutorials going):

Donate (thank you!):

#unrealengine #unrealengine5 #tutorial #videogame #hovervehicle #blueprints

00:00:00 START
00:01:13 Create the initial project
00:02:22 Import the hover vehicle mesh
00:03:22 Create the hover vehicle pawn
00:04:53 Create the hover component
00:19:42 Add the hover components to the pawn
00:22:45 Initial test
00:23:11 Add a Spring Arm and a Camera to the pawn
00:23:50 Test and fine tune the camera
00:24:32 Set the damping value and test with damping
00:25:35 Create and test the lateral stability component
00:33:36 Create the movement component
00:44:05 Add the movement component and set the inputs
00:47:28 Handle the player's input
00:49:13 Our first test drive!
00:52:12 Fix the reverse steering
00:55:42 Add the speed boost function
00:58:05 Add the flip back function
01:07:50 Make a glowing material for the thrusters
01:10:05 Disable the ray debug
01:10:18 Final test drive
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Hey all,
Im using 5.4 and when I set the Speed to Force Factor to 75000 it really messes with the physics, the line traces start shaking left to right, gradually getting faster and faster until the car shoots into the void lol

For those having the same problem, setting it back to 50000 seems to fix it ;D

Great video man, I can now pretend I understand physics lol

hexicore
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Thanks for the lesson, the idea presented was well known to me, but the lesson made this idea even more perfect!

ruslangolovchenko
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Hey Marco! Great tutorial thanks :D
I can confirm you can still follow this tutorial using Unreal Engine 4 (version 4.26) hope that helps someone :)

nathanwalker
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Super helpful, even if I needed to sit down and watch all of it

SoloWing
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To make it a little more predictable you can in the hover component add ref to body(get velocity component) * (Get world Delta Seconds) and add it to he start & End Location of the line trace.

bluehornet
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This is amazing!! Thanks an absolute ton of bricks!!! You rock man!

rotarydev
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This video/lesson is *stellar* man. Great work, thanks for the info. 🙂

joetainment
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I finished the tutorial and my hovercraft is working perfectly !, now I need to understand why lol, but seriously thanks for the tutorial

tacg
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Thank u very much, i have to watch several times to accomplish and develop further for my own, my most thanks is about i've learnt how to create component to use for any actor. Regards.

sahinerdem
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it all works great until 52:15. before trying to fix the reverse steering it works fine. i can turn right or left without problem. and when going backwards it has the same problem(inversed). but after i fix it like in the video it turns right when i press ''A'' too.

saitkayhan
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Alright after testing it extensively, I think this needs two or three more things to be really useful for hovercrafts that hover higher & move over bigger obstacles.
When the hovercraft moves over a large obstacle or a large gap, in some situations it tilts & the front thrusters do not give enough force anymore, while the rear thrusters give too much, making the whole hovercraft flip over.

To fix this, I would suggest to do: 1. A clamp in the hoverforce, so that it doesn't push over the craft in cases the craft is flipped in a -45° angle or more.
2. A lower but constant "add force at location" that is also applied when the linetrace does NOT hit the ground.
3. A general stabilizer, which stabilises the craft not only in forward movement but also from rotating too violently.

Generally though to create a really stable hovercraft in all situations is really difficult, and one would need to write a lot of custom logic for that. Oh well, I guess I know what I'm going to spend the next few weeks on. :D

GordonSeal
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I made a mini game designed entirely around your first hovercraft tutorial. I made a sci Fi home in the middle of a desert alien planet with a little yellow hover speeder to explore it with. Couldn't have done it without you. I have a video up if you'd like to see it

EthanFilms
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Great tutorial Marco! I was wondering if there was any simple way to implement some kind of acceleration with the vehicle so that it starts slower from a stopped position and slowly ramps up speed. Braking would also be something to implement along with this, so that the slow down speed also ramps down to a stop rather than stopping so abruptly.

hunterk
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Great tutorials
Make more tutorials please

psgames
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Hi, how can I add a brake light with this configuration while keeping the reverse gear?

I tried with an emissive light on axis brake but the vehicle does not move back
(I use EnhancedInputAction for all inputs, and for IA_break I plug in set target speed)

YounsouProd
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Hello, thank you for creating this video! I'm currently having an issue where the line traces from the Hover Components only attempt to hit the center point under the vehicle, even when placed far away from one another. It causes the vehicle to have an unstable hover and occasionally shoot into the atmosphere. Do you know why this could be?

Pink
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anyone has an idea on how to set this up so you can get in the hovercraft and drive it, and then get out of it. I wanted to use my Interact key E. to get in it.

icemana
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This is an awesome tutorial! Question: is it possible to make the hovercraft follow a Spline? I'm trying to make it so that I can guide the player's hovercraft through an environment using a Spline, and only thing you can do is apply thrusters/stop. Could you possibly make a tutorial to achieve this? thank you once again for excellent video :)

IHeartMoomins
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Hello Marco, Thank you for the great tutorial. I've found this and the others that I've watched, very informative and enjoyable. I'm having difficulty trying to adapt the hover vehicle to act more arcade car-like, with punchy acceleration and a stronger sensation of inertia that the brakes need to fight against. For example acceleration would be something like 3 seconds to top speed and then from there, 5 seconds to brake to a full stop or 12 seconds to come to rest when coasting. I’ve got a hacky solution in place using timelines and with either the input axis or the Speed to Force float variable inside of the movement component. Any advice on how to manage this would be greatly appreciated. Keep up the great work!

marktobin
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Great tute! Thank you. I have an issue I will look at in the morning as it's getting late now. When I flip back to upright my hover tank doesn't sit flat to the ground anymore. it is almost like one of the hover engines breaks after flipping and the vehicle is leaning and then behaves like a car would with a flat tyre. Cool if I wanted to build in damage but I was hoping it would return to a horizontal state. Thanks again! :)

oddbutawesome