I’m working on a ship simulation in Unreal Engine 5, and I need some help with implementing a system where the ship’s movement is controlled by the rudder angle. Here’s what I want to achieve:
When I turn the rudder to the right, the ship should start turning right.
The ship’s turning speed should depend on the rudder angle (e.g., larger angles result in faster turns).
The ship should keep turning as long as the rudder remains in that position.
I’m using Blueprints for this project.
So far, I’ve managed to create a rudder system that moves between -30 and +30 degrees, but I need help linking this to the ship’s turning behavior.
Does anyone have experience with this or know which nodes/functions I should use to achieve this effect? Any advice, examples, or tutorials would be greatly appreciated!
This sounds similar to a recent topic that I interacted with, here.
The only difference would be the value you’ll use to plug into the target pin of the interpolation node. You can just replace the nodes that are connected to that pin with your value.
Thank you for your response, but my issue is a bit different. I’ve already added a throttle lever to control the ship’s forward and backward movement, and it works perfectly.
You can check out this video for reference. As shown in the video, when my character approaches the rudder and enters the box collision area, I can interact with the ship using the “E” key, which locks the character to the ship.
My rudder currently follows the ship’s rotation when turning left or right. Here is the Blueprint structure for it, inside the BP_FirstPersonCharacter:
What I want to achieve is this:
When I turn the ship’s rudder to the right, it should take a value between 0 and 30, and after I release the “D” key, the rudder should remain at its current value and the ship should continue turning accordingly.