I got a 3d model of a UAV and I want to make it fly.

I am quite new to the unreal engine, so i was trying to get things do with the help of chatgpt… quite a bad idea i guess, yeah i know. but still its all i got. im trying to make a very basic yet nice game. its about a Kamikaze UAV that hits targets… so, i was trying to get the UAV to fly but nothing works. I grew so frustrated that I eventually came here to seek help.

My issue is that i havent been able to set up a proper blueprint using the enhanced input . i did it all, but my UAV never moved, at all!
i was hoping someone could give me a quick logic guide with the nodes i should be using. i will be very thankful.

Hey there @DindoGames! ChatGPT struggles with blueprints because it only has reference of people talking about blueprints and not the actual code. It’s significantly better at C++ if you were to use it as a learning tool.

That said, I’ve got a couple of resources for you! One is a video to help get the movement of a jet like vehicle down (it also has other modules that you can skip like the animation and the controls aren’t using the enhanced input system). The other is a tutorial on how to set up and use the enhanced input system! One of the more common issues I see with setting up the new input system is often users forget to implement the input mapping context:

Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.

Alternatively if you can’t get it to work still I can take a look at your blueprints and figure out where the issue is!

Thank you for your quick reply. Is it possible that I show you my blueprint and perhaps tell me what is wrong with it? its not a complicated one. but its what Chatgpt told me to do :smiley:

Works for me, here’s my wishlist:

I’d like to see your pawn’s blueprint in total, your input actions, and the mapping context.

This is the blueprint. make sure to zoom out to see it fully. note: the first enhancedinputaction is for Move, and the last 2 enhanced input actions correspond to Accelerate and Decelerate respectively. So ignore the fact the is says None in the title.

As for the input action and the mapping context:

  • Move (2D Axis) Mappings Gamepad Left Thumbstick X-Axis (Pressed, Dead Zone) Gamepad Left Thumbstick Y-Axis (Pressed, Dead Zone)
  • Steer (1D Axis) Mappings Gamepad Right Thumbstick X-Axis (Pressed, Dead Zone)
  • Accelerate (1D Axis) Mappings Gamepad Right Trigger Axis (Hold, Scale by Delta Time)
  • Decelerate (1D Axis) Mappings Gamepad Left Trigger Axis (Hold, Scale by Delta Time)

Alright, first tip would be to add your context mapping at beginplay and not on event tick. This won’t cause you problems right now but it makes things odd later.

Next, none of the execution nodes on any of your inputs are going anywhere right now. I’d connect either triggered or ongoing to the set actor rotation. However I’d probably just add to the rotation one way or another instead of setting it unless you want really snappy rotations. That said depending on your movement component you could use controller nodes like this:

thanks a lot. I’ll try that and provide you with feedback, in a few hours though.
for the time being, i’ve got a couple of quick questions:

1- in the scene, I have to drag and drop the blueprint of the UAV, not the actual static mesh of the UAV, right?
2- I am sure there are certain settings I should be setting in the details panel, like assigning to player0. are there any other things i should be enabling so that the controller takes control when i hit the play button?

Again, thanks a lot!

Dragging the blueprint in is one way, and in the details it does have to be set to auto possess player 0 if you do it this way. Alternatively you can go into your game mode and set the default pawn as your drone, then place a player start in the map and it will automatically spawn and possess the drone at the player start when the game begins.

You can also add print nodes with the values of the inputaction’s linked in from trigger/ongoing and get a read out of them in real time.

For example:


This will print out all values that come out of X and Y.