Flight Sim Character Rotation

I started working on flight sims and flight dynamics, lots of tutorials out there got me started however, every single tutorial I follow when I apply roll to my aircraft the ground rotates the opposite direction.

I have tried looking for different ways to lock the ground but haven’t found an easy way. If you watch most flight sims like War Thunder or World of Warplanes the ground is always level - when outside the cockpit.

Being in the cockpit having the ground rotate is not so much an issue.

I am using a spring arm and camera for now. Whatever I do I need to also be able to implement a freelook camera as well.

Almost seems like I need a free look camera locked behind the plane, then when a key is held down they can move the aircraft around.

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From your description is sounds like you don’t want your camera view to rotate when rolling the plane? You could try only rotating the mesh and not the entire actor, ensuring your spring arm isn’t parented to the mesh but the root (capsule component, usually).

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That is exactly what I am looking to do. I have tried tying camera to SK, capsule and also place a sphere and the ground still rotates.

In my graph I changed the rotation from Actor Local Rotation to local rotation using just the SK, but I noticed it stated scene. So it looks like all of the rotators for now are rotating the scene.

still looking.

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Sounds like a setup issue. It’s a bit difficult to understand without some screenshot of your setup and controlling Blueprints (SK = skeletalmeshcomponent?).

You could look into doing the roll/pitch as animations, like in a blendspace controlled by your animationBP, then pass in control info. Depends on your intentions.

I need to take a break for a bit, but I can try and get some screenshots.

Not sure animations would work, basically I am looking to build a flight sim in the realm of War Thunder/World of Warplanes but have always been stumped on this one aspect in Unreal.

Be back at it after some food and go fuel:)

I will also say I am looking into whether that is a disadvantage in flying. Not a pilot, but flown R/C aircraft and played sims for years. Seems by locking the ground and playing outside the cockpit is a little like playing with 3rd person in a 1st person game.

have some flight buddies I need to get some feedback on that from.

After talking to a few flight sim buddies some who are pilots, I believe I am going to stay with the way I have it as it is more realistic when in cockpit, and locking the ground is what is frustrating in other sims in arcade mode where anyone who can do endless turns regardless of aircraft dynamics will get kills.

That’s the key feature I am going for is realistic dogfights. I can’t hit my airbrakes in some games and come to a sudden climb,making the other player overshoot. They simply turn with me/around me…

But anyway thanks for the feedback. I will still have chase cameras and freelook cameras to a point.

But for now you can see the start of my demo, all blueprint and all marketplace content for the prototype so far. Yes, it’s not perfect but I was simply testing the math on how I calculate the final speed for the plane and some control surface movement.