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Create a Helicopter Game Control System in Unreal Engine 4

Learn how to setup the movement system for a Duel Stick, Arcade Helicopter Game in UE4.
ThunderSteed Ltd.
458 estudiantes matriculados
English [Auto-generated]
Build an Unreal Engine 4 Prototype from the ground up using the amazing Blueprint system.
Setup models with materials and textures.
Setup a Playable Helicopter based on a Duel Stick Input system.
Setup a Skeletal Mesh to use Parameter Driven Animation.
Drive animations using parameters from a pawn character.

The course will guide you through the creation and setup of a Helicopter Control System in Unreal Engine 4. The fully playable helicopter system is implemented entirely in blueprint, you are taken through the creation process in a step by step manner using video tutorials.

The video tutorials are focussed on setting up the helicopter assets, creating the controls system, implementing a parametrically driven animation solution and setting up dynamic helicopter audio, all working within Unreal Engine’s Blueprint.

Students can expect to learn a variety of techniques that will help them setup a fully functioning helicopter in just over 2 hours of videos tuition.

This course starts with a blank project, we provide the helicopter 3d model and associated texture so that you can build the full project from the ground up.

This video tutorial series is delivered by an experienced instructor who is actively engaged in education and the industry.

Setting up the Game Project


Introduction to the Course and a sneak peak at the functions and features you will build!

Creating the Unreal Project

In this lecture, you will create a new unreal project ready to start setting up as a helicopter game and assign the control inputs based on an XBOX 360 Controller.

The resources section of this video includes an image which has keyboard controls added for users who don't have access to a duel stick controller.

Setting up the Key Assets

Importing the Helicopter Mesh & Setting up Materials.

In this lecture, you will learn how to import an FBX skeletal mesh and set up a simple material using Unreal Engine's material editor.

Setting up the Animation Blueprint

In this lecture, you will set up the basics of out animation blueprint as you continue to create the key assets required for the helicopter control system.

Character Blueprint Creation

In this lecture, we set up our playable asset, in this case a helicopter. The helicopter makes use of the built-in character system, utilising it's flying physics mode.

Game Mode

In the last lecture of setting up the key assets, you will create a game mode and player controller ready to start building the functionality in Bluprint.

Creating the Helicopter Control System

Creating Basic Movement

In this lecture, you will begin to build up the control system by making the basic movement based on left stick input.

Creating a Basic Rotation System

In this lecture, you will continue to develop the control system by implementing a basic rotation system based on the right stick input.

Improving the Rotation System Using Interpolation

In this lecture, you will take the basic rotation system from lecture 8 and improve it by smoothing out the rotation using interpolation.

Fixing the Zero Input, Return to Zero Rotation Bug

In this lecture, you will continue to iterativly improve the rotation system, this time fixing a bug where the helicopter returns back to it's default position.

Adding Pitch & Roll to the Helicopter Using Movement Direction

In this lecture, you will implement the input from the left stick to further improve the rotation system, adding in Pitch and Roll to the helicopter.

Flight Height Adjustment

In the final lecture of the control system setup, you will implement the inputs from the triggers to adjust the flying height.

Completion of the Animation System

Calculating Rotation Speed of Main Rotor

In this lecture, you will begin to build the required functions to implement the parametric animation system, focussing on caculating the rotation speed of the top rotor.

Calculating Rotation Speed of Tail Rotor

In this lecture, you will create a function to calculate the rotation speed of the tail rotor. This function implements a rotation based ratio modifier, using the top rotor as a base speed.

Creating a Function to Rotate Bones Based on a Speed Variable

In this lecture, you will create a function inside the Animation Blueprint to caculate the rotation of a bone using the speed variable. You will also discover the usefulness of Enumeration.

Creating an Animation Blueprint Event Graph to use Actor Blueprint Variables

In this lecture it's time to start plugging the helicopter blueprint into the animation blueprint. At the end of this video you will have a helicopter you can fly around with working rotors.

Creating a Landing Detection System

This lecture focuses on adding in some gameplay functionality by developing a landing system. The landing system not only detects when the helicopter is on the floor but also caculates to see if the player wants to land or not.

Stopping Movement During Landing

In the final video of the section, you will finalise the landing system by fixing a few small bugs by disabling rotation and movement input once landing has begun.

Adding a Few Extras

Adding Audio

This lecture shows you how to setup an audio system for the helicopter, modifying the playrate based upon the rotor speed.

Audio sample provided in resources section was download from https://www.freesound.org/people/UnderlinedDesigns/sounds/172667/ - The audio clip is licensed under the Creative Commons 0 License.

Adding a Start of Game Camera

This video covers how to add in a "start camera", using blueprint timeline nodes.

Extra Lectures & Fixes

Fixing the Landing System in Unreal 4.9 or above

This video lecture focuses on fixing the bug in the landing system from lecture 17 highlighted by a few of the students in later versions of the Unreal Engine (4.9 and above).

You can view and review the lecture materials indefinitely, like an on-demand channel.
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