# Flight Controls

**URL:** <https://forums.unrealengine.com/t/flight-controls/335858>\
**Category:** Blueprint\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [October 20, 2015, 5:52am UTC](https://forums.unrealengine.com/t/flight-controls/335858 "2015-10-20T05:52:27Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Xi\_2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xi\_2](https://forums.unrealengine.com/u/Xi_2)\
**Post date:** [October 20, 2015, 5:52am UTC](https://forums.unrealengine.com/t/flight-controls/335858/1 "2015-10-20T05:52:27Z")

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I am trying to make realistic (bird-like particularly) flight controls, but I am having some issues. Right now, I have set Mouse Y to rotate the mesh up and down (pitch) and Mouse X to roll the mesh. The problem is I can’t figure out how to make pitch work when it is rolled, aka banking. When I roll it left or right, then move my Mouse on Y axis, I want the mesh to rotate(pitch) on that rotated axis, but Mouse Y just does not do anything when rolled. I have this basic setup and I searched for some examples or tutorials on internet but did not find any.

 ![63391-f.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/2/b/12bc79b7cafbea3c1c3ab949cfa58e0cda4cb70f.png)

Hope you can help. Thanks.

P.S If you don’t get what I am trying to achieve, please ask me to explain.

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**Author:** ![Paaatreeeck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Paaatreeeck](https://forums.unrealengine.com/u/Paaatreeeck)\
**Post date:** [April 6, 2016, 1:15pm UTC](https://forums.unrealengine.com/t/flight-controls/335858/2 "2016-04-06T13:15:43Z")

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Hey, did you add your mesh to the scene root? I had the problem when setting up my 6 DOF Pawn that it would move around but the mesh itself would not rotate at all because i forgot that. Literally just a matter of going to the components tab and dragging the mesh component onto the scene root.

Also, for a little more realistic flight behavior i use physics angular velocity.

 ![85543-screen.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/3/5/73571c11798e53e31be68d1f9f24bad3ab9a8297.jpeg)

this little wiki is really good and helpful for flight stuff:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

cheers

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**Author:** ![Xi\_2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Xi\_2](https://forums.unrealengine.com/u/Xi_2)\
**Post date:** [April 19, 2016, 4:33pm UTC](https://forums.unrealengine.com/t/flight-controls/335858/3 "2016-04-19T16:33:08Z")

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Well I don’t really know what was causing the problem because I started another project and set up this exact blueprint and it was working. It has been pretty old so I am not sure about scene root but I don’t think the mesh was not a child of scene root since it could move normally except said condition. Thanks anyway and sorry for late reply.
