I talked with chatGPT also and found a solution like this but I need an opinion since vehicle component and also pawn controller both plays different part. What I want to achieve is to go near armour and press button to get in, armour acts just like how character acts , double spacebar activates hovermode and spacebar continues flying. Vehicle component part is there is physics on flying part. I also saw tutorial on helicopter using vehicle component physics.
- Create a new Blueprint based on the Character class and name it “IronManCharacter”.
- Add a Skeletal Mesh component for the Iron Man suit to the Blueprint.
- Set up the input bindings for the “F” key press and release events in the Blueprint’s Event Graph.
- Create a custom event called “FireLaser” in the Event Graph and implement the laser attack functionality.
- Create a boolean variable named “bIsFlying” and set it as editable in the Blueprint.
- Create a timer that triggers the “EnableFlyingAbility” event after the specified duration in seconds.
- In the “EnableFlyingAbility” event, set “bIsFlying” to true and update the character’s movement mode to flying.
- In the “DisableFlyingAbility” event, set “bIsFlying” to false and update the character’s movement mode back to walking or running.
Please tell me your precious thoughts, Thank you.
This highlights one of many many things that’s wrong with GPT.
If you asked how to do this, and GPT told you, why can’t you do it now?
Because GPT left out instruction 0.
- Spend months and months learning how Unreal works and get good a using the editor and watch lots of tutorials that aren’t quite right on youtube, and ask lots of questions on the forum, and gradually piece together how to do this.
All the instructions are a couple of minutes work, apart from 2. You could lose weeks or months getting it working how you want.
And GPT completely sidestepped the physics issue.
It’s pretty easy to make a character go up and down in the air, but to get something together that’s based on physics and looks and feels great will take a LONG TIME. It’s why developers spend years with teams of great programmers getting this kind of thing working 
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Hi,
Thank you for your guidance. I know how to do all steps but my problem comes when I have to merge vehicle component physics with pawn character. Cause I want to make my character move like human and fly with vehicle physics. I know means I can do in blueprint and I know little bit of C++. I am working on right now youtube tutorials like vehicle component How to do helicopter cause its similar. You are going entering vehicle and it flies with physics. Mine doesn’t have propeller to note but design of the system same. I asked this question just to see if I am in the right track and also how to merge pawn control and physics of vehicle component. Please tell me wat you thinking on my reply.
That’s just it, there’s nothing in the instructions about merging physics with character movement.
I have no clue how to do that. Maybe someone else will come along… 
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Yes thats my problem also. I asked chat gpt about how I can merge these things and it come along with idea of when go near armour press and hold F for 3 seconds makes you get into Pawn controller then when you double spacebar it switch into vehicle component BP and when you double space again it disables vehicle component and turn back to pawn controller. So its not merging but using both of them at the same time with input events. For me before code its really important to understand and design what game mechanics and structures I should follow.
Hi there @Blazicator,
Welcome to the Unreal Engine Forums!

This topic has been moved from International to Programming & Scripting: Blueprint.
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Thanks and happy developing!
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Power Armor isn’t really a vehicle though. It’s basically a secondary skelemesh that attaches to the player like any other modular body parts. After the anim plays to get in, you would just play a different blendspace on the player with the weighty anims. Can’t remember how Bethesda dealt with the hand and foot offsets right now (probably something super wonky), but UE has like a billion options for working with re-targeting stuff.
As for adding a jetpack or something to it, you can set the character movement mode to Custom, then either make your own logic in tick to do physics stuff, or make an invisible vehicle and attach the player to it.
If you don’t need to swoop around gracefully like Tony Stark and are ok with a general hover/up/down movement like Fallout, I think the Stack-o-Bot example has a jetpack in it?
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