# Make Flying Pawn Land?

**URL:** <https://forums.unrealengine.com/t/make-flying-pawn-land/481816>\
**Category:** Blueprint\
**Tags:** sphere-collision, actor-blueprint, overlap-actors, unreal-engine, Blueprint, question\
**Created:** [April 13, 2021, 12:46am UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816 "2021-04-13T00:46:40Z")\
**Posts on this page:** 20\
**Page:** 1

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**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 13, 2021, 12:46am UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/1 "2021-04-13T00:46:40Z")

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As the title says I want to make the Airplane / Ship/ Pawn drop from flying.

I can describe it as this:

I have an actor called “LANDING ZONE”.

A separate actor with a Sphere Collision component.

Pawn / Ship approaches a a sphere.

Here’s what I want to happen:

Once pawn overlaps the sphere, the sphere sends the message to landing zone to attach the ship / pawn to the location of the Sphere, and the Sphere with the Ship attached to it, will attach to / move to the location of the Landing Zone.

Any tips on how to approach this would be greatly appreciated.

I will post up photos of the setup I had in Blueprints

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 13, 2021, 9:18am UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/2 "2021-04-13T09:18:23Z")

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You only need one actor, the landing zone, which has an overlap sphere.

When it detects the ship overlapping, it disables the player controls, and uses a timeline to correct the coordinates of the ship and land it.

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 15, 2021, 9:19pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/3 "2021-04-15T21:19:27Z")

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Honestly I do not know how to do that.  
I had done a setup for an Elevator and thought it’d be the same thing; just making an object move in a different direction, right?

 ![336028-landing.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/a/2/fa228952aa960412d18acff8d4acf2b83a389d53.png)

 ![336029-landing2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/e/e/eeec03dfc782d2f55af56f15e32f081846a9f913.png)

 ![336041-landing3.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/7/0/770acd9942b557b703d9c3d8c6a79f113f77aa34.png)

 ![336042-landing4.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/5/8/158d133bb12807f0aa39d6d5e21d52bf1e9fac32.png)

 ![336043-landing5.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/7/a/e7a75d043feefa2520b7ae80bb74a68fcaf58c2a.png)

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 15, 2021, 9:39pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/4 "2021-04-15T21:39:10Z")

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Like this:

 ![336044-screenshot-1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/9/f/79f9845dffaad71c7df42edd28820a153121f245.jpeg)

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 16, 2021, 10:10pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/5 "2021-04-16T22:10:44Z")

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What if I want to control when the Timeline plays? I tried making the Timelines a custom event and making the Ship actor activate the Timeline but this led to no effect.

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 17, 2021, 9:00am UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/6 "2021-04-17T09:00:28Z")

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It you’re still controlling when the timeline is playing, it will have no effect.

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 17, 2021, 12:01pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/7 "2021-04-17T12:01:25Z")

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I meant when the Actor overlaps the over I press a button and then Timeline starts?

like for instance I have the timeline as a Custom event, and in the overlapping Actor I assign a button that when pressed, casts to the Landing Zone to call that custom event.

It should be able to play that timeline then shouldn’t it?

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 17, 2021, 12:18pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/8 "2021-04-17T12:18:41Z")

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Easiest thing is put the code in your spaceship. When it overlaps a landing pad, stop doing all the control code, and just play a timeline to assume the position of the landing pad.

EDIT: You could also associate it with a keystroke.

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 17, 2021, 6:14pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/9 "2021-04-17T18:14:51Z")

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Okay I managed to get something; I put in a get all actors of class instead of casting to the landing zone actor. I am wondering if this get all actors of class is safe to use though … it worked but is this approach best recommended?

 ![336215-image-2021-04-17-141430.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/6/d/76dbcd254ab9848a891926700584126df3007344.png)

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 17, 2021, 6:26pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/10 "2021-04-17T18:26:29Z")

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You don’t need ‘all actors’. Make the landing zone one big collision sphere. When your ship gets an overlap, it can cast to check it’s a landing zone, then use a timeline to land.

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 17, 2021, 6:52pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/11 "2021-04-17T18:52:39Z")

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Tried that; didn’t work.

 ![336219-airship-setup-2.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/a/e/4ae0b25764ce61e6761dc1db6098227578947bc3.png)

 ![336220-airship-setup-3.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/2/7/3275f85391ba4d05a478a863f9758693a4476228.png)

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 17, 2021, 7:45pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/12 "2021-04-17T19:45:14Z")

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Everywhere in the ship where there is code that controls movement, you need to put:

 ![336232-screenshot-1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/d/e/9dedd4e6fad03be94ff4f8f08d8675c9bb54a8b1.jpeg)

I made a ‘landing pad’, which is basically just an enourmous collision sphere in a blueprint ( you can see it ). Then, in the ship, I put this:

 ![336233-screenshot-2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/3/f/a3f21ac7772f68f491c46c042f70e036cf9c774a.jpeg)

Result:

![336234-ezgifcom-gif-maker.gif](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/f/a/9fa3bcd3912ad2501c5ad752f935a64827caaf3d.gif)

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 17, 2021, 9:58pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/13 "2021-04-17T21:58:48Z")

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I tried using a button to do this and nothing happens.

I had an interaction system setup but it’s not responding.

Also my timeline jumps too quick. I set the rate and it’s still quick.

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 24, 2021, 11:31am UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/14 "2021-04-24T11:31:36Z")

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Okay, I managed to do something else.

I made the Landing zone an actor that can be attached to the flying pawn as a component.

Basically when I press a button, it will spawn the actor component.

If the actor hits nothing, the pawn is not cleared to land, if it does hit a solid ground, the pawn will land. Works really well.

I got a timeline to smooth the transition.

My only issue is the rotation of the ship. I set the pawn rotation to 0,0,0, so when it lands its leveled, but it instantly snaps to the rotation axis too quickly. I wanna make the pawns’ rotation much smoother when rotating, basically.

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 24, 2021, 11:45am UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/15 "2021-04-24T11:45:19Z")

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Ok, so you can just add the rotation change to the timeline chain.

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 24, 2021, 12:57pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/16 "2021-04-24T12:57:21Z")

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Great! I tried this before with ease and Rinterp and float and it snapped to the rotation too quickly; this wouldn’t bother me but the ship is quite big for its size and just made it seem off.

Now I added ease and fine tuned the A and B float values and its so much smoother now. Thank you!

on a separate note, when I enter my ship and start to move forward it will move forward, but once I get out of the ship and return to it, it barely moves. Just drifts off VERY slowly.

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 24, 2021, 1:05pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/17 "2021-04-24T13:05:48Z")

</div>

The last part I’m not sure about I’m afraid.

Is there something you’re doing to land it, that you haven’t turned off afterwards?

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 24, 2021, 1:23pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/18 "2021-04-24T13:23:35Z")

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Well it has been doing this before I had even began working on the landing zone actor.

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<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [April 24, 2021, 1:46pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/19 "2021-04-24T13:46:58Z")

</div>

Can you show the code you use to make the ship move along?

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<div class="post-metadata">

**Author:** ![Tettey\_Nartey](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tettey_nartey/32/882427_2.png) [@Tettey\_Nartey](https://forums.unrealengine.com/u/Tettey_Nartey)\
**Post date:** [April 24, 2021, 1:53pm UTC](https://forums.unrealengine.com/t/make-flying-pawn-land/481816/20 "2021-04-24T13:53:38Z")

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It’s basically the Pawn Default. Everything worked from the start so I tried to not tinker with it too much.

 ![336981-flying-pawn.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/4/0/8408a57ecb120f80f45838d63d6ca095a15b71ac.png)

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