really bad how, elaborate a bit I might be able to suggest something
To be honest the UFO thing is pretty gash really it needs to be a bit more complicated than that if you want to make a good flight system, I just thought I’d point you in that direction as a starting point as it’ll make stuff make more sense.
Personally I use physics for this sort of thing rather than directly setting the rotation by the controller, it feels a bit better as you can mess around with the angular and linear damping in the physics settings on your component to get the feel you need.
Here’s the turning function on a project of mine, this bit is probably quite similar to the UFO bit in all honesty.
So the roll input, yaw input and and pitch input variables is pretty much the same as what you’re doing with ‘InputAxis MoveRight’ etc, I don’t usually access those values from the pawn I’d push them from the controller but essentially it’ll be the same value as whatever you’re getting using ‘InputAxis’.
The ‘pitch/yaw/roll rate’ is the turning amount.
Multiple these values together then multiple that value by ‘get world delta seconds’ to get your final value. This should then equate to for example, pitch rate per second (i think, it’s been a while and I’m sure someone will correct me if I’m wrong).
Create a vector to store the pitch, roll and yaw values, now you can use that vector to set the ‘angular velocity’, which is basically using physics to turn your aeroplane rather than setting the rotation directly.
Here’s a quick 50 second capture I just did to show you, excuse the lack of eye candy and rubbish capture settings I couldn’t really be bothered to mess about the capture settings
and no I didn’t make the models and no I’m not making a Star Wars game before the C&D posse pipe up